The Occultist
Dark, derelict recesses of the world speak of a blasphemous sort. Devil worshippers, aberration consorters, those who dabble in the forbidden and taboo like a noble partakes of fine wine. These profane, heretical knowledge seekers upend the very fabric of reality, participating in ceremonies most obscene for their own gratuitous ends.
Occultists are, aptly enough, those who dabble in the occult. However, far from a pactbound novice or Sorcerer born with a pension for the infernal, true occultists take their devotion to the dark arts to the extreme, gambling all for a chance at dark and forbidden power.
The occult is temptation. That is, by far, it's most defining aspect. Through years of intense study and a lifetime of experimentation, a novice can become a talented wizard capable of many things. However, the raw talent and opportunities to study the arcane, let alone the time needed to do so for the prerequisite lifetime, are things that evade many, and some asks are outside the reach of even the most accomplished wizards. The allure of the occult is that of possibility, for who hasn't wanted a loved one returned unharmed, or to taste everlasting life? For all these reasons and more, the occult awaits those willing to navigate its depths.
Studying Dark Magic
At a surface glance, the occult has many similarities with the arcane or divine. It can conjure fire, summon extraplanar entities, glimpse the future; as an occultist, you can wield magic. However, the true gifts of the dark arts exist outside the bounds of normal mysticism, and involve invoking powers as ancient as they are unknowable.
Many are willing to engage in pacts with otherworldly beings. However, these strict bargains are rigid and inflexible, and, once signed, are often immutable, sometimes literally set in stone. An occultist opens the door and leaves it open, allowing what may to enter. The power they receive rivals even the most powerful warlocks and wizards, but often comes steeped in a heavy price.
The Allure Of The Otherworldly
To an occultist, the magic of wizards, sorcerers and warlocks is deceptively rigid. It's often too fixated on the self and personal power. In intimate contrast, an occultist treats the denizens of other planes as allies and conspirators to draw on, reaching out for those willing to answer. This does come with unwanted attention, but also lends the power of potentially entire planes should the occultist make their offer enticing enough.
The power of the dark arts exist outside the limitations of normal magic, but often takes a heavy toll on the bearer. Even the most accomplished occultists accept some sort of risk as part of the deal, other parties intending such or not. Dabbling in the otherworldly means breaking the taboo of parting the veil, and this taboo is often what drives many to pursue more orthodox means of power.
To answer the question of why one would risk so much, the answer is decidedly simple. They want something that cannot be attained elsewhere, and are willing to sacrifice to attain it. To ingratiate oneself with the occult is to gain tremendous power at the cost of life, limb or sanity. For many, however, that is a price they are willing to pay.
The Occultist
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Occult Die | Omen Result |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Occult Acumen, Occult Tradition | 4 | 2 | 2 | — | — | — | — | — | — | — | D8 | 2 | |
| 2nd | +2 | Dark Boons | 4 | 3 | 3 | — | — | — | — | — | — | — | — | D8 | 2 |
| 3rd | +2 | Forbidden Whispers | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | D8 | 2 |
| 4th | +2 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | D8 | 2 |
| 5th | +3 | ─ | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | D10 | 2 |
| 6th | +3 | Occult Tradition Feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | D10 | 2 |
| 7th | +3 | ─ | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | D10 | 2 |
| 8th | +3 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | D10 | 2 |
| 9th | +4 | ─ | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | D10 | 2 |
| 10th | +4 | Contact Greater Being | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | D10 | 2 |
| 11th | +4 | ─ | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | D12 | 3 |
| 12th | +4 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | D12 | 3 |
| 13th | +5 | ─ | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | D12 | 3 |
| 14th | +5 | Occult Tradition Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | D12 | 3 |
| 15th | +5 | ─ | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | D12 | 3 |
| 16th | +5 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | D12 | 3 |
| 17th | +6 | Invoke The Otherworldly Servant | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | D20 | 5 |
| 18th | +6 | Occult Tradition Feature | 6 | 14 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | D20 | 5 |
| 19th | +6 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | D20 | 5 |
| 20th | +6 | Master Occultism | 6 | 14 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | D20 | 5 |
Creating An Occultist
When creating an occultist, think about what drew your character to the dark arts. Were they enchanted by the possibility of immortality? Did they desire to bind mortal men like a fiend or fey? Or did they want power not meant for regular mortals?
Regardless of what drew your character in, once they had a taste, that was all it took. Hours spent pouring over grimoires and taboo tomes, and what began as a simple investure became a lifelong obsession.
You can make an occultist quickly by following these steps. First, make Intelligence your highest ability score followed by Constitution. Then, take the Haunted One background. As an occultist, you gain the following features.
Hit Dice: 1d8 per occultist level
Quick Build
Class Features
Hit Points
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per occultist level after 1st.
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Intelligence, Constitution
Skills: Choose two from Stealth, Arcana, History, Investigation, Nature, Religion, Insight, Medicine, Deception and Intimidation
Equipment
You start with the following equipment, in addition to those granted by your Background:
- any simple weapon
- (a) a priest's pack or (b) a scholar's pack
- Leather armor and two daggers
Spellcasting
You have tapped into the dark secrets of reality, and learned to emulate, request or imitate the magic of otherworldly beings.
Cantrips
You know four cantrips of your choice from the occultist spell list. You learn additional occultist cantrips of your choice at higher levels, as shown in the Cantrips Known section of the occultist class table.
Spell Slots
The occultist table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell arms of hadar and you have a 1st-level and a 2nd-level spell slot available, you can cast arms of hadar with either slot.
Spells Known Of 1st Level And Higher
You know four 1st-level spells of your choice from the occultist spell list.
The Spells Known column of the occultist table shows when you learn more occultist spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the occultist spells you know and replace it with another spell from the occultist spell list, which must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your occultist spells. Your magic comes from pacts struck with fiends and fey, as well as bargains with land and lemur that you have learned to invoke. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an occultist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast any occultist spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a grimoire, talisman, staff or your own blood as a spellcasting focus.
Occult Acumen
Beginning at 1st level, your study of the occult has given you an uncanny knack for spotting its influence. Whenever you would roll an Arcana, History, Investigation, Nature, Religion or Medicine check, you may ask the DM if this roll would involve the influence of an otherworldly, extraplanar or unnatural entity. If it would, you may add your proficiency bonus to the roll even if you are not proficient. If you are already proficient, you may instead double your proficiency bonus.
Occult Tradition
Also at 1st level, you pick your specialization within the dark arts. You may be an infernalist dabbling in the diabolic, a seeker of undeath and immortality, or some other blasphemous scholar.
Your choice grants you a feature immediately, and again at 6th, 14th and 18th level.
Dark Boons
Beginning at 2nd level, you have learned to gamble with forces eldritch and occult for boons of dark power. You have a special die known as your Occult Die. The size of this die is shown in your occultist table. Whenever you cast a spell of 1st level or higher, but never higher than 5th level, you may choose to accept a dark boon. When you do so, you do not expend a spell slot to cast that spell. You must then roll your Occult Die, and compare the result with your Omen Result on your Occultist Table. If the result of your Occult Die is equal or lower than your Omen Result, you are cursed. While cursed, you suffer the following effects:
- You have disadvantage on all ability checks unless aided by a spell or supernatural ability.
- Whenever you cast a Conjuration, Divination, Enchantment, Illusion or Necromancy spell, roll your Occult Die even if you didn't accept a dark boon. If you roll twice your Omen Result or lower on the Occult Die roll for that spell, the spell you cast and its effects elude your control. The DM decides the nature of the illusion, the nature of the creature summoned and its hostility towards you and anyone else, may alter or change the nature of your enchantment, inflicting a different enchantment spell or issuing a command without your knowledge, may give false portents, or may bring something else back in place of any raised dead. The exact nature of this effect is up to the DM, but it should never be purely detrimental, instead emphasizing the uncontrollable and unpredictable nature of the dark arts.
Whenever you accept a dark boon, lower the size of your Occult Die by one. So a D10 would become a D8 and so on. If your Occult Die Size is ever reduced below a D6, you are automatically cursed, may not lower your Occult Die Size again and may not accept further dark boons until your Occult Die Size is restored. If you accept a dark boon while cursed, roll your Occult Die normally. Should you roll twice your Omen Result or lower, you suffer necrotic damage equal to your Omen Result and reduce your maximum hitpoints by the same amount.
Your Occult Die Size is restored to the size shown on the occultist table whenever you finish a long rest. Additionally, any lost maximum hitpoints from dark boons are restored when you take a long rest, and you lose the cursed condition when you complete a long rest as well.
Forbidden Whispers
Beginning at 3rd level, you have opened your mind to the occult, and this has opened other creatures to you. Whenever you roll a Charisma (Persuasion), Charisma (Intimidation) or Wisdom (Insight) check, you can choose to gain advantage on the roll. This benefit comes in the form of whispers from beyond the veil, aiding you in coercing your target. The whispers may come as the target's deepest fears, fiendish divination, or inspiringly grim portents of what will happen if you fail. When you do so, lower your Occult Die Size by one until you finish a long rest. This feature counts as casting a spell for the purposes of the cursed condition.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Contact Greater Being
Beginning at 5th level, you are still susceptible to the effects of reaching too far, but you have learned to open your mind to other planes willingly, albeit at great cost. Once per long rest, you can cast the contact other plane spell as if you knew it without expending a spell slot. When you do so, you may lower your Occult Die Size by one to automatically pass the Intelligence saving throw. This spell counts as casting a spell for the purposes of the cursed condition.
Invoke The Otherworldly Servant
Beginning at 17th level, you have learned to draw on pacts of servitude that few creatures know of. Once per short or long rest, you may cast one of the following spells as if you knew it without spending a spell slot: summon fey, summon shadowspawn, summon undead, summon aberration, summon elemental, summon greater demon. You may cast these spells additional times per long rest. When you do so, lower your Occult Die Size by one. This feature counts as casting a spell for the purposes of the cursed condition.
Master Occultism
Beginning at 20th level, you have learned to partake of the dark arts while sacrificing little of yourself. The first time you would reduce your Occult Die Size, or roll to accept a dark boon, you may choose to ignore the negative effects of doing so, keeping your Occult Die the same size and automatically passing your roll to accept a dark boon. You can do so once, and regain the ability to do so whenever you take a short or long rest.
Occult Tradition: Undeath
There are many attracted to the allure of undeath and immortality. To some, death is the most immutable of lifes enemies, and the goal of all creatures should be to escape her gaping maw. This tradition has many similarities with lichdom, but view such a state as limited and a poor compromise with mortality. They seek a higher form of immortality, and study death in all aspects to acquire it.
Tradition Spell List
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Tradition Spells table. Each of these spells counts as an occultist spell for you, but it doesn't count against the number of occultist spells you know.
| Occultist Level | Spells |
|---|---|
| 1st | Bane, Cause Fear |
| 3rd | Blindness/Deafness, Wither And Bloom |
| 5th | Speak With Dead, Summon Undead |
| 7th | Death Ward, Shadow Of Moil |
| 9th | Danse Macabre, Raise Dead |
Undying Novice
Beginning at 1st level, your dabbling in death has bore fruit, and you excel at aiding creatures to meet their end more swiftly. You learn the chill touch and toll the dead cantrips. They are occultist cantrips for you but do not count against your cantrips known. Whenever you cast either of these on a living, mortal enemy, you may treat them as an undead below its maximum hitpoints for the purposes of those spells.
Additionally, mindless undead have difficulty harming you, seeing you as one of their own. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Finally, you are resistant to necrotic damage. This does not apply to necrotic damage from your dark boons class feature.
Advanced Occultism
Beginning at 6th level, your study of your tradition has bore fruit. Whenever you cast a spell from your tradition spell list, you can choose to lower your Occult Die Size by one. When you do so, that spell does not consume a spell slot.
Corpse Walk
Beginning at 14th level, your ability to function while within death's grasp shocks even seasoned occultists. You may move, act and function normally at 0 hitpoints. You still retain all of your senses, and are not knocked prone when you are reduced to 0 hitpoints. You must still make death saving throws as normal, but can otherwise do all the things you can normally do.
Additionally, you are now immune to necrotic damage and effects that would lower your maximum hitpoints, except when it is caused by your dark boons class feature.
True Undeath
Beginning at 18th level, you have achieved true immortality in a way few other creatures have. What it may have taken to achieve this is something to be worked out with your DM, but the fruits of such efforts are abundantly clear. Whenever you are reduced to 0 hitpoints, you may lower your occultist die size by one. Should you do so, you immediately regain hitpoints equal to twice your Occultist level and are not knocked prone. You may do this as many times as your dark boon feature allows.
Additionally, when you get this feature, you become functionally immortal. Should you be killed, but your body not be destroyed outright, you are returned to life in 1d4 hours after being killed. Should your body be destroyed, you instead return in the body of a creature you have recently slain (your DM may decide who it is). Only if your body is destroyed, and a creature has not perished by your hands in the last month do you truly die.
Occult Tradition: Far Realms
The denizens of outerplanes hold power not commonly seen. Though their gifts are maddening, often indistinguishable from the curses of other beings, the power they offer shapes reality and bends the minds of mortal men. To touch the far plane is to open your mind to creatures wholly eldritch and inhuman, and to accept their alien affections with symbiotic glee.
Tradition Spell List
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Tradition Spells table. Each of these spells counts as an occultist spell for you, but it doesn't count against the number of occultist spells you know.
| Occultist Level | Spells |
|---|---|
| 1st | Arms Of Hadar, Dissonant Whispers |
| 3rd | Invisibility, Mind Spike |
| 5th | Hunger Of Hadar, Tongues |
| 7th | Evard's Black Tentacles, Summon Aberration |
| 9th | Dominate Person, Dream |
Acolyte Of The Far Realms
Beginning at 1st level, the influence of the extraplanar has taught you how to navigate the defenses of other creatures. Whenever a creature makes a saving throw against an occultist spell you cast, if you accepted a dark boon or lowered your Occult Die Size as part of the casting of that spell, that creature has disadvantage on the saving throw.
Additionally, you know the detect thoughts spell. It is an occultist spell for you but does not count against your occultist spells known. You can cast it without spending a spell slot, but can do so only once, and regain the ability to do so whenever you complete a long rest.
Advanced Occultism
Beginning at 6th level, your study of your tradition has bore fruit. Whenever you cast a spell from your tradition spell list, you can choose to lower your Occult Die Size by one. When you do so, that spell does not consume a spell slot.
Alien Anatomy
Beginning at 14th level, your body has become something not mortal. Teeming tendrils writhe beneath your skin, your eyes become pale and murky, or some other abnormality affects you. As a bonus action, gain one of the following benefits for one minute. Once you do so, you can't do so again until you finish a short or long rest, or you choose to lower your Occult Die Size by one.
- You have darkvision out to 60 feet, as well as blindsight out to 15 feet.
- You gain the benefits of the freedom of movement spell.
- Your unarmed attacks gain the Reach trait and you can use your Intelligence score in place of your Strength score for attacks with them. Additionally, you can Grapple and Shove creatures up to 10 feet away, using your Intelligence score and adding your proficiency bonus instead of rolling Athletics.
The Far Shore
Beginning at 18th level, your ability to draw on the outer planes has reached new heights. You have learned to bring the material plane closer to the shoreline of the far realms, narrowing the gap between two places that would otherwise never meet. As an action, you create a rift in an unoccupied space within 30 feet that you can see. The rift is a medium aberration, is immune to nonmagical bludgeoning, piercing and slashing damage as well as psychic damage, has an AC of 18, and hitpoints equal to three times your occultist level. The rift automatially passes Intelligence, Wisdom and Charisma saving throws, and automatically fails Strength, Dexterity and Constitution saving throws.
While the rift is active, any creatures within 60 feet of it suffers the following effects. You may select a number of creatures equal to your Proficiency bonus to exclude from these effects.
- Mental saving throws are made with disadvantage.
- Any time a creature starts its turn within 60 feet of the rift, it must make an Intelligence saving throw, taking both Psychic damage and Cold damage equal to your occultist level on a failed save, and taking half on a successful save.
- Any time a creature moves, it treats the area within 60 feet of the rift as difficult terrain.
- Whenever you cast a Conjuration, Enchantment or Illusion spell, you can cast from the space of any creature caught in the rift, even those you designated to be excluded.
Once you use this feature, you cannot use it again until you complete a long rest.
Occult Tradition: Infernalism
The soul-devouring devils of the nine hells forever seek to ensnare, entrap and bind damned mortals. Yet, there is power in their ways. Devils wield bond and pact as skillfully as a wizard wields a spell, and drawing on these ancient bargains can bestow great power.
Tradition Spell List
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Tradition Spells table. Each of these spells counts as an occultist spell for you, but it doesn't count against the number of occultist spells you know.
| Occultist Level | Spells |
|---|---|
| 1st | Burning Hands, Command |
| 3rd | Crown Of Madness, Heat Metal |
| 5th | Fast Friends, Incite Greed |
| 7th | Charm Monster, Summon Greater Demon |
| 9th | Dominate Person, Infernal Calling |
Pact Initiate
Beginning at 1st level, you have learned to invoke pacts and bargains that are employed by fiends and devils. Whenever you cast an occultist enchantment spell, or an occultist spell that deals fire damage, you can choose to lower your Occult Die Size by one. When you do so, any creature that makes a saving throw against that casting of that spell does so with disadvantage. If the spell requires an attack roll, you instead gain advantage on the attack roll.
Advanced Occultism
Beginning at 6th level, your study of your tradition has bore fruit. Whenever you cast a spell from your tradition spell list, you can choose to lower your Occult Die Size by one. When you do so, that spell does not consume a spell slot.
On Devil's Wings
Beginning at 14th level, you have taken on aspects of the fiends you consort with. You gain the following benefits:
- You are resistant to fire damage.
- As a bonus action, you can sprout leathery, devilish wings. While your wings are out, you have a Flying speed equal to your walking speed.
Crown Of The Fallen
Beginning at 18th level, you have bartered, haggled and dealt with fiends, and now you have gained the ability to don their primordial power. As a bonus action, you can don a fiery crown above your head. You may choose whether a creature is able to see the crown, although senses such as true sight reveal your fiendish adornment. For one hour after donning the crown, you gain the following benefits:
- Creatures have disadvantage on saving throws against spells you cast.
- Creatures you speak to are under the effects of the zone of truth spell. A creature is immune to this effect if you willingly tell it a lie.
- You can offer a creature a pact. To do so, you must provide a service, which must be fulfilled within one day of stating the terms. Should a creature agree, they are treated as having automatically failed a saving throw against an enchantment spell of your choice that you know. The duration of the enchantment is one week, or the duration of the spell, whichever is longer. Failure to uphold your end of the pact ends the enchantment, renders you unable to don the crown again for one month, and deals fire damage to you equal to twice your Occultist level, which may not be reduced in any way.
Once you don this infernal crown, you can't do so again until you finish a long rest.
Occultist Spells
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Chill Touch
- Control Flames
- Encode Thoughts
- Fire Bolt
- Friends
- Green-Flame Blade
- Guidance
- Infestation
- Message
- Mind Sliver
- Minor Illusion
- Poison Spray
- Produce Flame
- Ray Of Frost
- Shape Water
- Shocking Grasp
- Spare The Dying
- Thaumaturgy
- Toll The Dead
1st Level
- Armor Of Agythys
- Arms Of Hadar
- Bane
- Cause Fear
- Chaos Bolt
- Charm Person
- Command
- Compelled Duel
- Comprehend Languages
- Create Or Destroy Water
- Detect Evil And Good
- Disguise Self
- Dissonant Whisprs
- Faerie Fire
- Find Familiar
- Fog Cloud
- Hellish Rebuke
- Hex
- Illusory Script
- Inflict Wounds
- Ray Of Sickness
- Shield Of Faith
- Sleep
- Speak With Animals
- Unseen Servant
2nd Level
- Aganazzar's Scorcher
- Alter Self
- Augury
- Blindness/Deafness
- Calm Emotions
- Crown Of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Enhance Ability
- Enthrall
- Flaming Sphere
- Hold Person
- Invisibility
- Levitate
- Melf's Acid Arrow
- Mind Spike
- Mirror Image
- Misty Step
- Moonbeam
- Phantasmal Force
- Ray Of Enfeeblement
- Scorching Ray
- See Invisibility
- Shadow Blade
- Spider Climb
- Spike Growth
- Suggestion
- Warp Sense
- Web
3rd Level
- Animate Dead
- Bestow Curse
- Call Lightning
- Clairvoyance
- Fast Friends
- Fear
- Gaseous Form
- Hunger Of Hadar
- Hypnotic Pattern
- Incite Greed
- Intellect Fortress
- Life Transference
- Lightning Bolt
- Major Image
- Melf's Minute Meteors
- Phantom Steed
- Plant Growth
- Remove Curse
- Sending
- Speak With Dead
- Spirit Guardians
- Spirit Shroud
- Summon Fey
- Summon Lesser Demons
- Summon Shadowspawn
- Summon Undead
- Tongues
- Vampiric Touch
4th Level
- Blight
- Charm Monster
- Compulsion
- Confusion
- Conjur Minor Elementals
- Conjure Woodland Beings
- Control Water
- Death Ward
- Divination
- Dominate Beasta
- Elemental Bane
- Evard's Black Tentacles
- Find Greater Steed
- Fire Shield
- Giant Insect
- Grasping Vine
- Greater Invisibility
- Hallucinatory Terrain
- Ice Storm
- Phantasmal Killer
- Shadow Of Moil
- Sickening Radiance
- Spirit Of Death
- Summon Aberration
- Summon Construct
- Summon Elemental
- Summon Greater Demon
5th Level
- Animate Objects
- Antilife Shell
- Circle Of Power
- Clowdkill
- Commune
- Commune With Nature
- Cone Of Cold
- Conjure Elemental
- Contact Other Plane
- Contagion
- Control Winds
- Danse Macabre
- Dispel Evil And Good
- Dominate Person
- Dream
- Enervation
- Far Step
- Hold Monster
- Immolation
- Infernal Calling
- Insect Plague
- Legend Lore
- Maelstrom
- Mislead
- Modify Memory
- Negative Energy Flood
- Planar Binding
- Rary's Telepathic Bond
- Reincarnate
- Scrying
- Seeming
- Summon Draconic Spirit
- Telekinesis
- Teleportation Circle
6th Level
- Bones Of The Earth
- Chain Lightning
- Circle Of Death
- Conjure Fey
- Create Homonculus
- Create Undead
- Disintigrate
- Eyebite
- Flesh To Stone
- Harm
- Mass Suggestion
- Mental Prison
- Planar Ally
- Soul Cage
- Summon Fiend
- Tasha's Otherworldly Guise
- True Seeing
- Wall Of Ice
7th Level
- Conjure Celestial
- Create Magen
- Divine Word
- Draconic Transformation
- Etherealness
- Finger Of Death
- Firestorm
- Mirage Arcane
- Plane Shift
- Power Word: Pain
- Project Image
- Regenerate
- Resurrection
- Simulacrum
- Tether Essence
8th Level
- Abi-Dalsim's Horrid Wilting
- Animal Shapes
- Antipathy/Sympathy
- Clone
- Control Weather
- Dark Star
- Demiplane
- Dominate Monster
- Earthquake
- Feeblemind
- Glibness
- Illusory Dragon
- Incendiary Cloud
- Maddening Darkness
- Maze
- Mind Blank
- Power Word: Stun
- Reality Break
- Telepathy
9th Level
- Astral Projection
- Foresight
- Gate
- Imprisonment
- Meteor Swarm
- Power Word: Kill
- Ravenous Void
- Shapechange
- Time Ravage
- Time Stop
- Weird
- Wish
Art Credits
- Cover art done by Bazookabonzai
- Occult symbol 1 done by Tree on PNGTrees.com
- Occult symbol 2 done by Tree on PNGTrees.com