Occultist: Expanded
This document is an expansion for the Occultist class by ArgenisDBarrios. Within you will find the following:
Additional Occult Pursuits: More options on how you're able to play an Occultist, reaching further into the fantasy of different occult themes.
Additional Rituals: 10 new esoteric rituals to select to really customize your Occultist and really set them apart from one another. The goal is to provide interesting options to allow you to achieve your vision of what an Occultist is.
Additional Esoteric Rituals
Ritual of Entangling Depths
1st level Arcana ritual
- Ritual Time: 1 minute
- Participants: Self
- Duration: 8 hours
You beseech the lurking depths to ensnare your foes. When you complete this ritual you create a puddle of water that fits into a 5-foot square.
The puddle appears harmless and inconspicuous. However, an Intelligence (Investigation) check against your focus save DC reveals tentacles lurking below.
When a large or smaller creature steps onto the puddle they must make a Dexterity saving throw. On a failure, they become restrained, and can't take any reactions until the ritual ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success.
When the creature breaks free the ritual ends. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Occult Partner
1st level Arcana ritual
- Ritual Time: 1 hour
- Participants: Self
- Duration: Instantaneous
This ritual requires fine parchment and enchanted inks worth at least 100 gp. Using your Tome of Rituals you write up a contract between you and an otherworldly entity. This entity could be an aberration, celestial, or fiend.
Your contract grants you the aid of an Occult Partner. You determine the partner's appearance, as it is manifested to your side. Its creature type matches that of the entity you make a contract with.
The Occult Partner is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Occult Partner stat block, which uses your proficiency bonus (PB) in several places.
In combat, the Occult Partner shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Occult Partner can take any action of its choice, not just Dodge.
If the Occult Partner dies, you can expend 2 focus to bring it back to life if it hasn't been dead for longer than 1 minute. Otherwise you must perform this ritual again to bring it back. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Cursing
1st level Religion ritual
- Ritual Time: 10 minutes
- Participants: 1-6
- Duration: Instantaneous
You and the participants focus on a specific creature that you have met before and have some sort of body part, bit of nail, lock of hair, or something similar that is on the same plane of existence. The target must make a Wisdom saving throw. On a failure the target takes a penalty to the next ability check they make in the next hour, based on your religion check.
| DC | Penalty Die |
|---|---|
| 15 or lower | 1d4 |
| 20 or higher | 1d6 |
Once you use this ritual you can't do so again until you take a long rest.
Ritual of Inoculation
2nd level Arcana ritual
- Ritual Time: 1 hour
- Participants: 2
- Duration: Instantaneous
You perform an eldritch rite on a willing participant as you allow them to be influenced by the knowledge you've acquired from ancient entities. When you complete the ritual choose one of the following inoculation options:
Viscous Secretion. The next time the target goes underwater they are covered by a viscous mucus that allows them to breath underwater, and they gain a +1 bonus to AC. The ritual ends when they leave the water.
Host the Swarm. The next time the target's hit points reaches half of their total rounded down or lower because of damage, they may use their reaction to polymorph into a Swarm of Insects until the start of their next turn, and move up to the Swarm's speed. A creature within 5 feet of the target when they polymorph must make a Wisdom saving throw against your focus save DC or be incapacitated until the start of their next turn. The ritual ends after they transform into the swarm of insects for the first time.
Void Warped. The next time the target takes the dash action they can teleport 10 feet to a location they can see. They can teleport at any point during their movement. The ritual ends after they teleport for the first time.
A creature can only benefit from one Inoculation at a time, attempting to grant a creature additional inoculations forces them to make a Wisdom saving throw. On a failure, they take on a short term madness. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Tomes
2nd level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: Instantaneous
You require two books worth 25 gp each. When you complete this ritual you create a connection between the two books that allows them to do the following as long as they remain within the same plane of existence:
- When someone writes within one book, it appears in the connected book.
- Someone can erase any writing within the book as an action, erasing it from both books.
- Someone can press a page against the book and any writing on the page will appear on the book. This process takes 1 minute to complete for every 100 words.
Once you use this ritual you can't perform it again until you finish a long rest. You can only have one pair of connected books at a time. Performing this ritual again destroys the connection of any books.
Ritual of Vestigial Flight
3rd level Nature ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 24 hours
At the end of the ritual you grow a pair of vestigial wings for the duration, their appearance is up to you. While you have these wings, any falling damage you take is reduced by an amount equal to twice your intelligence modifier. As a reaction to falling, you can cause your self to hover until the end of your next turn. If you perform this ritual on yourself over the period of a year it becomes permanent, and you gain a fly speed equal to your movement speed-. 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 Wax
3rd level Religion ritual
- Ritual Time: 1 hour
- Participants: 1-6
- Duration: until dispelled or broken
This ritual requires specially enchanted wax worth at least 500 gp which the ritual consumes. You and the participants of the ritual place a special wax seal on a box, chest, coffer, or other similar container. For the duration the target can't be opened and everything inside the container with a wax seal is protected from divination and other similar magic. At the end of the ritual roll a Religion check to determine the DC to be able to break the seal or dispel it. A creature who knows of the seal can break it by making an Intelligence (Arcana) check. You, the participants of the ritual, and any creatures you determine when you place the seal can open the container as normal. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of Transference
4th level Arcana ritual
- Ritual Time: 8 hours
- Participants: Self
- Duration: until dispelled
At the end of this ritual you touch a well preserved corpse of a humanoid, or a similarly shaped construct. For the duration your consciousness is transfered into the target of the ritual. While you inhabit this new body your original body remains unconscious and motionless until the body you inhabit either dies or you choose to leave it as an action. When you first enter this new body you may expend any number of focus and roll a 1d6 + your Intelligence modifier for each focus spend. The body you inhabit has a number of hit points equal to the total rolled. This new body uses all your statistics but it is devoid of any features granted to you by your class, race, or feats. However, you retain all your proficiencies. Additionally, the body you inhabit is a restless spirit and as such cannot regain any hit points by any means. When the body reaches 0 hit points your consciousness returns to your original body and you gain a level of exhaustion for each day you spent inside the body up to a maximum of 5. Once you use this ritual you can't do so again until you finish a long rest.
Ritual of the Infinite Realm
4th level Arcana ritual
- Ritual Time: 1 hour
- Participants: 1-6
- Duration: 1 round
You create a tear into your reality as a hole of swirling black energy appears before you. This tear is big enough for a large creature to walk through. Stepping through tear transports you to a location within the far realm.
Destination within the far realm are hard to reach and even more difficult to find. When you finish the ritual roll an Arcana check to determine if you arrive there successfully. If you have an object associated to the location within the far realm you mean to reach you automatically succeed your roll and reach your destination.
| DC | Destination |
|---|---|
| 20 or lower | Mishap |
| 21-24 | Similar Area |
| 25-29 | Off Target |
| 30 or higher | On Target |
On Target. the tear takes you to where you want to.
Off Target. the tear takes you to a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.
Similar Area. the tear takes you to a different area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap. The ritual's unpredictable magic results in a difficult journey. Each teleporting creature takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Once you use this ritual you can't do so again until you finish a long rest.
Ritual of the Third Eye
5th level Arcana ritual
- Ritual Time: 10 minutes
- Participants: Self
- Duration: 1 hour
At the end of this ritual you grow a third eye on the middle of your forehead. For the duration, through this eye you gain truesight. and you are able to notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 60 feet. 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.
Antiquarian
Some occultist will find that what they truly wish to pursue are relics and antiquities of the ages long past. Such Occultist will find magical items, or even cursed items and turn them to their own benefits as they uncover their secrets.
Student of Relics
2nd level Antiquarian feature
You gain proficiency in Arcana and History skill. Additionally, if you are already proficient in these skill you instead gain expertise in them.
First Esoteric Implement
2nd level Antiquarian feature
Your implement is the fruit of your studies, an ancient relic with little to no information on it. Magics have failed to understand it, but you've begun to unlock its secrets. Choose from one of the following implement options:
Amulet. While you wear or carry this amulet you have protection against aberrations, celestials, fey, fiends, and undead. You have advantage on saves to avoid being charmed, frightened, or possessed by them. Additionally, once on a turn, when you hit a creature with an attack you can channel the amulet to empower it. The target must make a Charisma saving throw. On a failure, you temporarily displace them and teleport them to an unoccupied space of your choice that you can see within 15 feet of the target. Once you channel this implement you can't do so again until you finish a short or long rest.
Coin. While you carry this coin you have protection against ill luck. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. After you take a long rest roll a 1d4 and mark down your result. On a 1-2 your results is heads, on a 3-4 your results is tails. Additionally, when a creature you can see within 60 feet of you rolls an attack roll, ability check, or saving throw, you can use your reaction to channel this implement and replace the result of their roll with the result of your coin flip. Heads changes the result to a 15, and tails changes the result to a 5. Once you channel this implement you can't do so again until you finish a short or long rest.
Goblet. While you carry this goblet, you have advantage on dexterity and strength checks. Additionally, you can use your bonus action to channel the implement and cause the goblet to fill with liquid and you may drink it as part of the same action or drink from it later as a bonus action. The liquid remains for 1 hour. When a creature drinks the liquid, for 1 minute, they can't roll lower than a 9 on ability checks and saving throws that use Strength or Constitution, and their hit point maximum and current hit points increase by 1d6 + your occulitst level. Once you channel this implement you can't do so again until you finish a short or long rest.
"Any relic of the dead is precious, if they were valued living."
Second Esoteric Implement
6th level Antiquarian feature
You've uncovered another esoteric implement. Choose from one of the following implement options:
Cursed Pommel. While you carry this pommel you gain resistance to radiant damage, and as a bonus action, you can channel this implement. Your melee weapon attacks deal an additional 1d6 necrotic damage until you finish a short or long rest.
Galvanized Chape. While you carry this chape you gain resistance to lightning damage, and as a bonus action, you can channel this implement. Your melee weapon attacks deal an additional 1d6 thunder damage until you finish a short or long rest.
Primordial Quillon While you carry this quillon you gain resistance to fire damage, and as a bonus action, you can channel this implement. Your melee weapon attacks deal an additional 1d6 cold damage
until you finish a short
or long rest.
Esoteric Lore
10th level Antiquarian feature
Your knowledge of old relics and artifacts goes beyond the norm. If you spend 1 minute examining an item you learn if the item is magical and learn all its properties, this also reveal any curses that might be afflicting the item and how to break them. If the item has any historical significance, you learn any relevant information (at the DMs discretion). If the item was handles by any creature within 1 week per your occultist level, you learn what type of creature was it that handled the item. If the item was crafted and there is a way to learn who crafted it you may learn this information as well, the DM might decide that a specific name would not be known, in such cases you learn of the location it was crafted or its nearest approximate, if such a place no longer exists you may learn of where to find more information.
Third Esoteric Implement
14th level Antiquarian feature
You've found another implement to add to your repertoire. Choose from one of the following implement options:
Belt. While you wear or carry this belt your hit point can't be reduces as a result of spells or other similar magics. When you are hit by an attack, you can use your reaction to channel the implement. You gain resistance to all subsequent damage dealt by that creature for the rest of the turn. Once you channel this implement you can't do so again until you finish a short or long rest.
Gauntlet. While you wear this gauntlet you can shove and grapple a creature as a bonus action. When a creature misses you with an attack, you can use your reaction to channel the implement. You make an unarmed strike with the gauntlet, on a hit, the attack deals 4d8 + half your occultist level of force damage. Once this attack hits you can't do so again until you finish a short or long rest.
Tome. While you carry this tome you have advantage on saving throws against spells and other magical effects. When a creature casts a spell within 60 feet of you, you can use your reaction to channel the implement. A spell of 5th level or lower fails and has no effect. If the spell is of 6th level or higher the creature must succeed on a Wisdom saving throw against your focus save DC, or its spell is wasted. Once you channel this implement you can't do so again until you finish a short or long rest.
Master of Relics
20th level Antiquarian feature
You've mastered the implements you have collected so far. You obtain one more first esoteric implement. Additionally, you gain the following benefits:
- The damage of your second implement increases to 1d8.
- You may channel one of your implements an additional time. Once you do this, you can't do so again until you finish a long rest.
- You uncover a magic item, choose one of the following: Amulet of Health, Portable Hole, or a Ring of X-ray Vision
Divine Tethering
Occultist fascinated by the beings who linger beyond our understanding often seek to find ways to bind them to their services. Often times this pursuit finds them pulling at divine strings with the hopes of optaining such powers.
Student of Bindings
2nd level Divine Tethering feature
You gain proficiency in the Religion skill and in Calligrapher's Supplies. Additionally when you use your Examine Foe on an Celestial you learn four types of information instead of two.
Celestial Tethers
2nd level Divine Tethering feature
You have bound a celestial creature into your service. As an action, you can expend 2 focus to summon your Angelic Servant. The companion appears in an unoccupied space of your choice that you can see within 30 feet of you. The companion is friendly to you and your companions and obeys your commands.
See this creature's game statistics in the Angelic Servant stat block, which uses your proficiency bonus (PB) in several places. You determine the companion's appearance.
In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action.
That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the spirit to take the Attack action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
If the companion has died within the last hour, you can use your action to touch it and expend 2 focus. The companion returns to life after 1 minute with all its hit points restored.
Empowered Divinity
6th level Divine Tethering feature
Your bindings grow stronger allowing you to gain further benefits, and allowing your servant to channel more of its divine power. When you summon your servant it grows wings, and gains a fly speed equal to its walking speed.
Additionally, when you summon your servant you and the servant gain the following benefits:
- You gain resistance to radiant damage.
- The servant's attack deals an extra 1d6 radiant damage.
- The temporary hit points granted by your servant increase to 1d6.
Divine Might
10th level Divine Tethering feature
You draw out more of your servant's power when it is by your side. once per turn, when you or your servant hit a creature with an attack, you can strike with divine fervor to cause one of the following effects:
- The target takes an additional 2d8 radiant damage.
- The target must make a Strength saving throw against your focus save DC or be thrown prone on a failure.
You can use these effects a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Or, you may spend 3 focus to do so again.
Heavenly Herald
14th level Divine Tethering feature
As an action, you conjure a holy trumpet onto your hands that you blow as a loud blast of celestial sounds comes out. A 30-foot cone covers an area infront of you. Hostile creatures in the area must make a Constitution saving throw or take 8d6 damage on a failed save, or half as much damage on a successful one. Creatures of your choice in the blast heal a number of hit points equal to 4d6.
Once you use this feature you can't do so again until you finish a long rest. Additionally, you may expend 4 focus to do so again.
Divine Calling
20th level Divine Tethering feature
Divine energy courses through you. You gain the following benefits.
- The additional radiant damage caused by your divine might feature increases to 4d8
- The temporary hit points granted by your servant increase to 1d8
- You can cast the planar ally spell, and intelligence is your spellcasting ability modifier. Once you cast this spell you must finish a long rest before you can cast it again.
Far-Traveler
far-travelers are occultist who have witness the endless realms beyond and have been changed by it. They have been witness by something within the endless beyond, and some even hear their whispers as they seek to understand them.
Student of the Void
2nd level Far-Traveler feature
You learn deep speech, and you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Pact Magic
2nd level Far-Traveler feature
You've made a bargain with a being from the great beyond, and they have granted you a gift of their powers.
Cantrips. You learn two cantrips of your choice from the Warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Far-Traveler Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher. The Spells Known column of the Far-Traveler table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability.
Intelligence is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your warlock spells.
Curse of the Beyond
2nd level Far-Traveler feature
You've physically changed by your bargain with your patron, it lies dormant within you, but can choose to unleash it as a bonus action. Creatures of your choice within 10 feet of you must make a Wisdom saving throw. On a failure, the targets can either move or take one action, and they can't use their reaction until the end of their next turn.
Far-Traveler Table
| Level | Cantrips Known | Spells Known | Spell Slots | Spell Level |
|---|---|---|---|---|
| 1st | ─ | ─ | — | — |
| 2nd | 2 | 2 | 1 | 1 |
| 3rd | 2 | 2 | 1 | 1 |
| 4th | 2 | 2 | 1 | 1 |
| 5th | 2 | 3 | 1 | 1 |
| 6th | 2 | 3 | 2 | 1 |
| 7th | 2 | 4 | 2 | 2 |
| 8th | 2 | 4 | 2 | 2 |
| 9th | 2 | 5 | 2 | 2 |
| 10th | 3 | 5 | 2 | 2 |
| 11th | 3 | 6 | 2 | 2 |
| 12th | 3 | 6 | 2 | 2 |
| 13th | 3 | 7 | 2 | 3 |
| 14th | 3 | 7 | 2 | 3 |
| 15th | 3 | 8 | 2 | 3 |
| 16th | 3 | 8 | 2 | 3 |
| 17th | 3 | 9 | 2 | 3 |
| 18th | 3 | 9 | 2 | 3 |
| 19th | 3 | 10 | 2 | 4 |
| 20th | 3 | 10 | 2 | 4 |
Pools of the Cosmos
6th level Far-Traveler feature
As an action, a number of ink tendrils shoot from your body equal to your intelligence modifier (minimum one) into different space within 60 feet of you. Each tendril forms a 10-foot radius pool of an inky liquid on the ground, they remain there for 1 minute. As part of this action, and as a bonus action there after you can make an attack at a creature within 10 feet of one of the pools of liquid as an inky tendril lashes out, and you may move one of the pools of liquid 20 feet. The attack uses your intelligence modifier, and it deals 1d8 psychic damage. While the pools of liquid remain, you can use 10 feet of your movement to step into a pool of liquid, and step out from a different one. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses after you finish a long rest.
Inoculation Rites
10th level Far-Traveler feature
While you stand on the same square as one of your pools of the cosmos you can expend 2 focus and use your reaction when you are hit by an attack to wrap yourself with inky tendrils. Until the start of your next turn, you have a bonus to AC equal to your Intelligence modifier, including against the triggering attack. Additionally, over a long rest you can Inoculate a number of creatures equal to your proficiency bonus. The inoculated creatures may step into your pools of the cosmos and transport themselves to another as you would when using you Pool of the Cosmos feature.
Hunger of the Void
14th level Far-Traveler feature
As an action, while you have your Pools of the Cosmos active, you create a tear between your realm and the infinite beyond, allowing the horrors of your patron to seep through into your reality. The area of each pool expands and become 20-foot radius. Each creature of your choice within 10 feet of a pool of liquid must make a strength saving through. On a failure, they are pulled 20 feet towards the center of a pool of liquid, and they take 4d6 psychic damage. On a success, they take half as much damage and aren't pulled. The area becomes difficult terrain for the duration of your Pools of the Cosmos feature, and any creature that starts its turn inside their area takes 2d6 psychic damage. Inoculated creatures are immune to these effects. Once you use this feature you can't do so again until you finish a long rest. Additionally, you may expend 4 focus to use it again.
Child of the Infinite
20th level Far-Traveler feature
You allow your patron to channel their powers through you as you become their conduit. As a bonus action, you gain the following benefits for 1 minute:
- You become immune to psychic damage
- You gain truesight out to a range of 60 feet
- You gain a flying speed equal to your walking speed, and you can hover.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend 5 focus to do again.
Angelic Servant
Medium Celestial, lawful good
- Armor Class 14 + PB (natural armor)
- Hit Points 5 + five times your occultist level (the servant has a number of Hit Dice [d8s] equal to your occultist level)
- Speed 40 ft
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 13 (+1) 11 (+0) 14 (+2) 15 (+2)
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 12
Languages celestial, common
Proficiency Bonus equals your bonus
Magic Resistance. The servant has advantage on saving throws against spells and other magical effects.
Actions
Radiant Mace. Melee Weapon Attack: your intelligence modifier + PB to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB bludgeoning damage, and the servant can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d4 temporary hit points.
Reactions
Divine Inspiration. When another creature within 30 feet of the servant that it can see makes an attack roll with a weapon, the servant can inspire the strike adding a 1d4 to the attack roll.
Occult Partner
Tiny, aberration, celestial, or fiend
- Armor Class 13 (natural armor)
- Hit Points 1 + your Intelligence modifier + your occultist level (the Occult Partner has a number of Hit Dice [d4s] equal to your occultist level)
- Speed 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 5 (-3) 15 (+2) 12 (+1) 7 (-2) 10 (+0) 10 (+0)
Saving Throws Dex +2 plus PB
Skills Perception +0 plus PB × 2, Stealth +2 plus PB
Damage Resistances Resistances
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge -
Evasion. If the Occult Partner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Actions
Cursed Strike. Ranged Weapon Attack: your proficiency bonus + your Intelligence modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB psychic (aberation), necrotic (celestial), or fire (fiend) damage.
Reactions
Curse Bearer. The occult partner can deliver one of your focus feature curses to a creature it damages. You spend focus as normal.
The Occultist Expanded Options
10 new rituals to select for the Occultist along with even more occult pursuits including: The Antiquarian, Divine Tethering, and Far-Traveler
Version 1.0 by u/ArgenisDBarrios
Artist Credit:
- Vammatar by Ellina Akhiamova Cover
- The cold of eternity by Anato Finnstark pg 2
- Beggar by Pavel Kolomeyets pg 3
- Born from the void by Anato Finnstark pg 4
- Wizard Arcanologist by Éva Kárpáti pg 5
- Delver's Torch by Bram Sels pg 6
- Avacyn by BASTIEN LECOUFFE DEHARME pg7
- The Crystal Dark by Oscar Berman pg 8
- Witch of the Moon by wu shenyou pg 9
- A hunter must hunt by Anato Finnstark Back Cover