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Occultist

Occultists are seekers of forbidden knowledge, individuals who have forged pacts with entities from the chaotic realms beyond the material world. Unlike Mages who study magic or Sorcerers who channel it intuitively, Occultists bargain for it. They practice Infernal Magic, the magic of Entropy, rejecting the natural order to reshape reality through sheer will and borrowed power.

Important: Occultists use Infernal Magic and the Tolerance System. They do not use spell slots or mana points in the traditional sense.

Class Features

As an Occultist, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per Occultist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Occultist level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, wands, staves
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Persuasion, Religion, and Infernallia.

Equipment

You start with the following equipment, in addition to the equipment granted by your background: - (a) a light crossbow and 20 bolts or (b) any simple weapon - (a) a component pouch or (b) an arcane focus - (a) a scholar's pack or (b) a dungeoneer's pack - Leather armor, any simple weapon, and two daggers

The Occultist

Level Proficiency Bonus Features Invocations Known Cantrips Known Max Spell Level
1st +2 Occult Magic, Eldritch Blast, Forbidden Knowledge 1 1 1st
2nd +2 Occult Boon, Hex 2 1 1st
3rd +2 Occult Patron 2 1 1st
4th +2 Ability Score Improvement 2 1 1st
5th +3 Improved Boon 3 2 2nd
6th +3 Patron Feature 3 2 2nd
7th +3 Contact Patron 4 2 2nd
8th +3 Ability Score Improvement 4 2 2nd
9th +4 Dire Hexes 5 3 3rd
10th +4 Patron Feature 5 3 3rd
11th +4 Improved Boon (2nd) 5 3 3rd
12th +4 Ability Score Improvement 6 3 3rd
13th +5 6 4 4th
14th +5 Patron Feature 6 4 4th
15th +5 Occult Hex 7 4 4th
16th +5 Ability Score Improvement 7 4 4th
17th +6 7 5 5th
18th +6 Patron's Aid 8 5 5th
19th +6 Epic Boon 8 5 5th
20th +6 Supreme Boon 8 5 5th
## Class Features

Occult Magic (Infernal Tolerance)

As a seeker of forbidden knowledge, you have a forbidden tome containing spells that twist reality to your will.

Cantrips At 1st level, you know one cantrip of your choice from the Infernal spell list. You learn additional cantrips of your choice at higher levels, as shown in the Occultist table.

Starting Spells Known At 1st level, you know a number of 1st-level spells equal to 2 + your Charisma modifier.

Infernal Tolerance Unlike other casters who use a Mana Pool, you use the Infernal Tolerance system. - Entropy: Casting a spell generates Entropy equal to the spell's level. - Instant Tolerance: Your safe limit for Entropy at any given moment is Constitution Modifier + Occultist Level (ESTIMATE). - If your current Entropy exceeds your Instant Tolerance, you will suffer Backlash. This triggers the following: - Damage: You take 1d4 necrotic damage per point excess mana used. * Targeting: An overpowered spell may twist to target you instead of your intended target. This can be prevented by succeeding on an Cha Save with DC = 12 + Spell Level. * Loss of Control: If you critically fail the targeting save, the spell may fail completely or produce random, deleterious effects similar to a Wild Magic Surge, but always harmful. - Daily Risk: Your safe limit for total Entropy generated in a day is Constitution Modifier × Occultist Level (ESTIMATE). - When you exceed your Daily Limit, the infernal energy begins to warp your body and soul. * Corruption Points: You gain Corruption Points for every point of tolerance used beyond your limit. * Mutation: When your accumulated Corruption Points equal your Warlock Level, you gain a Mutation. * Reset: Upon gaining a mutation, your Corruption Points reset to 0. * Awareness: Unlike tolerance limits, you are aware of your Corruption level and can feel the mutation taking hold.

  • Recovery:
    • Short Rest: You reduce your current Entropy by your Constitution Modifier.
    • Long Rest: Your current Entropy resets to 0. Your total daily Entropy resets to 0.

Note: Tolerance values (Instant Tolerance = CON mod + Level, Daily Risk = CON mod × Level) are ESTIMATES that help gauge your current limits. Actual effects and risks vary based on circumstances and DM adjudication.

Learning New Spells Each time you gain an Occultist level, you can learn a number of Infernal spells of your choice to your equal to (your Proficiency Bonus + your Charisma modifier) / 2 Rounded Down. Each of these spells must be of a level below or equal to your max spell level (see Table: The Occultist).

Spellcasting Ability Charisma is your spellcasting ability for your Occultist spells, since your magic comes from your ability to bargain and impose your will on reality. - Spell save DC = 8 + your proficiency bonus + your Charisma modifier - Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting You can cast an Occultist spell as a ritual if that spell has the ritual tag and you have learned the spell.

Spellcasting Focus Your spells do not require a spellcasting focus, as it is your patron doing the actual casting through you.

Eldritch Blast

At 1st level, you can unleash a beam of crackling energy. Make a ranged spell attack against a creature within 120 feet. On a hit, the target takes 1d10 force damage. The spell creates more beams at higher levels: two beams at 5th level, three at 11th level, and four at 17th level. You can direct the beams at the same target or different ones. Make a separate attack roll for each beam.

Forbidden Knowledge (Invocations)

At 1st level, you gain one Occult Invocation of your choice. You learn more as you level up. These are fragments of forbidden lore that grant you permanent magical abilities or enhance your other features.

Available Invocations (see full list at end of class):

Occult Boon

At 2nd level, your patron grants you a boon. Choose one of the following:

Boon of the Blade

You can conjure a magical melee weapon as a bonus action. The weapon appears in your hand and vanishes if it is more than 5 feet from you for 1 minute or if you use this feature again. You choose the weapon's form each time you create it (any simple or martial melee weapon).

  • Magic Weapon: The blade counts as magical for the purpose of overcoming resistance and immunity.
  • Charisma Attacks: You can use your Charisma modifier instead of Strength or Dexterity for attack and damage rolls with this weapon.
  • Extra Attack: At 5th level, you can attack twice, instead of once, whenever you take the Attack action with your pact weapon on your turn.
  • Lifedrinker: At 11th level, when you hit with your pact weapon, you deal extra necrotic damage equal to your Charisma modifier (minimum 1).

Boon of the Chain

You learn the Find Familiar spell and can cast it as a ritual without generating Entropy. When you cast it, you can choose one of the normal forms or one of the following special forms: Khethrix, Katzil, Vanislaad, or Kankhradahg.

  • Attack Command: When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack using its reaction.
  • Shared Senses: As an action, you can see through your familiar's eyes and hear through its ears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
  • Deliver Spells: When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast it. Your familiar must be within 100 feet and must use its reaction to deliver the spell when you cast it.

Boon of the Crown

You can summon a spectral crown of authority as an action. For 1 minute, you and allies within 30 feet of you gain the following benefits:

  • Inspiring Presence: Allies gain a bonus to saving throws equal to your Charisma modifier (minimum +1).
  • Coordinated Strike: Once per turn when an ally within range hits with an attack, they can add 1d4 to the damage roll.
  • Usage: You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
  • Command: At 5th level, as an action, you can target a creature within 60 feet that can hear you. The target must succeed on a Wisdom saving throw or follow a one-word command on its next turn (Approach, Drop, Flee, Grovel, Halt). You can use this once per short rest without generating Entropy.
  • Enhanced Aura: At 11th level, the range of your crown's aura increases to 60 feet, and the damage bonus increases to 1d6.

Boon of the Flintlock

You can summon a magical wand or staff as a bonus action. The weapon appears in your hand and functions as both a weapon and your spellcasting focus.

  • Arcane Firearm: Range 60/120 ft, deals 1d8 force damage. You can use your Charisma modifier for attack and damage rolls.
  • Eldritch Shot: When you take the Attack action with your pact flintlock, you can make one attack with it as a bonus action.
  • Empowered Blast: At 5th level, when you hit with your pact flintlock, you deal an extra 1d6 force damage.
  • Critical Precision: At 11th level, your attacks with your pact flintlock score a critical hit on a roll of 18-20.

Hex

At 2nd level, you can curse a creature as a bonus action. For 1 minute, you deal extra 1d6 necrotic damage to it, and it has disadvantage on checks with one ability score. - Cost: 1 Entropy (This is a minor magical effect).

Occult Patron

At 3rd level, choose a patron from those who offer infernal pacts.

Example Patrons: Elilial (The Queen of Hell), Calomnar (The Banished One), or Scylith (The Lady of Light)

Dire Hexes

At 9th level, your Hex becomes more potent. When you place your Hex on a creature, you can choose to apply one of the following additional effects. Once you use a Dire Hex, you cannot use that same Dire Hex again until you finish a short or long rest.

Freezing Hex

The target's speed is reduced by 10 feet, and it has disadvantage on Dexterity saving throws. If you hit the target with an attack while it is hexed, you can deal an additional 2d6 cold damage (once per turn).

Smoldering Hex

The target takes 1d6 fire damage at the start of each of its turns. If the target takes fire damage from any source while hexed, it must succeed on a Constitution saving throw (DC = your spell save DC) or catch fire, taking an additional 1d6 fire damage at the start of each of its turns until it or another creature uses an action to extinguish the flames.

Silencing Hex

The target cannot speak and has disadvantage on Charisma checks. While hexed, the target cannot cast spells with verbal components.

Weakening Hex

The target has disadvantage on Strength and Constitution saving throws. If the target takes damage from any source, it takes an additional 1d6 necrotic damage (once per turn).

Blinding Hex

The target has disadvantage on Wisdom (Perception) checks that rely on sight. When you deal damage to the hexed target, you can force it to make a Constitution saving throw (DC = your spell save DC). On a failed save, the target is blinded until the end of your next turn.

Maddening Hex

The target has disadvantage on Intelligence and Wisdom saving throws. As a bonus action on your turn, you can force the target to make a Wisdom saving throw (DC = your spell save DC). On a failed save, the target takes 2d6 psychic damage and must use its reaction, if available, to move up to half its speed in a random direction.

Patron's Aid

At 18th level, you can cast a spell a single spell from the Infernal spell list up to 7th level without generating Entropy once per long rest.


Occultist Patrons

Elilial, Queen of Hell

You have forged a pact with Elilial, the fallen goddess who rules Hell itself. She is the patron of cunning, deception, and infernal power—offering forbidden knowledge and demonic might to those who serve her Black Wreath.

Expanded Spell List

Your pact grants you access to additional spells: - 1st: Charm Person, Hellish Rebuke - 2nd: Invisibility, Suggestion - 3rd: Summon Dreadstalkers, Counterspell - 4th: Dimension Door, Banishment - 5th: Enslave, Dominate Monster

Cunning of the Fox

At 3rd level, you gain proficiency in Deception and Stealth. If you already have proficiency in either, you gain expertise (double proficiency bonus). Additionally, you can cast Disguise Self at will without generating Entropy.

Infernal Summons

At 3rd level, you can summon a lesser demon to serve you. As an action, you can generate 2 Entropy to summon a Khethix (Imp) or Katzil (your choice) that appears in an unoccupied space within 30 feet. The demon is friendly to you and obeys your commands. It acts on your initiative and disappears after 1 hour or when reduced to 0 hit points. You can have only one summoned demon at a time. - Khethix: Small mischievous demon, good for scouting and delivering messages - Katzil: Flying fire-breathing demon pet, excellent for aerial harassment

Queen's Trickery

At 6th level, when a creature you can see targets you with an attack, you can use your reaction to impose disadvantage on the attack roll. If the attack misses, you can teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses on a long rest.

Demonic Resilience

At 10th level, you gain resistance to Fire and Necrotic damage, and you have advantage on saving throws against being poisoned. Additionally, your Infernal Summons can now summon a Hethelax or Ikthroi instead of a Khethix or Katzil. - Hethelax: Shock troop with magic resistance and tough chitinous armor - Ikthroi: Massed assault demon with minimal infernomancy and overwhelming tactics

Avatar of Hell

At 14th level, as an action, you can transform into a demonic form for 1 minute. While transformed: - You gain a flying speed of 40 feet - Your Eldritch Blast deals an additional 2d10 fire or necrotic damage (your choice) - You have advantage on Charisma (Deception, Intimidation, and Persuasion) checks - Your summoned demons gain temporary hit points equal to your Occultist level

Once you use this feature, you must finish a long rest before you can use it again.


Calomnar, the Banished Chaos

You have made a pact with Calomnar, the corrupted god of chaos who was banished to the Nether Realm. Your magic is infused with unpredictable, entropic energy that breaks down order and structure itself.

Expanded Spell List

Your pact grants you access to additional spells: - 1st: Shadow Bolt, Hellish Rebuke - 2nd: Ray of Enfeeblement, Shatter - 3rd: Fear, Dispel Magic - 4th: Banishment, Blight - 5th: Unstable Affliction, Drain Life

Chaotic Presence

At 3rd level, reality warps around you. When a creature within 10 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to cause them to roll a d6 and subtract the result from their roll. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Entropic Blast

At 3rd level, your Eldritch Blast becomes chaotic and unpredictable. When you hit with Eldritch Blast, roll a d6 to determine additional effects: 1. Combustion: Target takes an extra 1d6 fire damage 2. Frost: Target's speed is reduced by 10 feet until the end of their next turn 3. Shock: Target cannot take reactions until the end of their next turn 4. Acid: Target's AC is reduced by 1 until the end of their next turn 5. Thunder: Target is pushed 10 feet away from you 6. Chaos Surge: Roll twice more and apply both effects (reroll if you get another 6)

Unstable Reality

At 6th level, you can twist reality around you. As an action, you can generate 3 Entropy to create a 20-foot radius sphere centered on yourself. For 1 minute, the area becomes a zone of chaos. Creatures that start their turn in the area or enter it for the first time on a turn must make a Wisdom saving throw against your spell save DC. On a failed save, roll a d8: 1-2. Take 2d8 force damage 3-4. Become frightened of you until the start of their next turn 5-6. Move 15 feet in a random direction (determined by rolling a d8) 7-8. Fall prone and their speed becomes 0 until the start of their next turn

You can use this feature once, regaining the ability on a short or long rest.

Chaotic Resilience

At 10th level, you have embraced chaos to the point where it can no longer fully harm you. You have advantage on saving throws against spells and magical effects. Additionally, when you would take damage from a spell, you can use your reaction to halve that damage.

Entropy Incarnate

At 14th level, you become a living conduit of chaos. As an action, you can spend 5 Entropy to unleash pure entropy in a 30-foot radius centered on yourself. Each creature in the area (other than you) must make a Charisma saving throw against your spell save DC: - Failure: The creature takes 8d8 force damage, is stunned until the end of your next turn, and suffers a random mutation (physical change determined by DM—horn, extra eye, tentacle, etc.) that lasts for 24 hours. - Success: The creature takes half damage and is not stunned or mutated.

Once you use this feature, you must finish a long rest before you can use it again. Using this feature always generates at least 1 point of Corruption (regardless of your Daily Risk).


Scylith, the Lady of Light

You have forged a pact with Scylith, the Elder Goddess of Light and Cruelty. She offers you the power of the stars and the beauty of perfection, but demands absolute obedience and the suffering of your enemies.

Expanded Spell List

Your pact grants you access to additional spells: - 1st: Hellish Rebuke, Charm Person - 2nd: Invisibility, Suggestion - 3rd: Searing Pain, Vampiric Touch - 4th: Immolate, Soulfire - 5th: Incinerate, Reign of Fire

Scylith's Caress

At 3rd level, your connection to Scylith infuses your magic with searing light. When you cast a spell that deals fire or radiant damage, you can add your Charisma modifier to one damage roll of that spell. Additionally, your Eldritch Blast is updated to deal Radiant instead of Force damage.

Gaze of the Lady

At 6th level, you can channel Scylith's overwhelming presence. As a reaction when a creature you can see attacks you, you can force them to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is blinded until the end of its turn and the attack automatically misses. You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses on a long rest.

Searing Resilience

At 10th level, you gain resistance to fire and radiant damage. Additionally, you are immune to the blinded condition.

Avatar of the Sun

At 14th level, you can transform into a being of pure light. As an action, you can spend 5 Entropy to transform for 1 minute. While transformed: - You shed bright light in a 60-foot radius and dim light for an additional 60 feet. - You have a flying speed of 60 feet. - Any creature that starts its turn within 10 feet of you takes radiant damage equal to your Charisma modifier. - You can cast Sunbeam once without generating Entropy.

Once you use this feature, you must finish a long rest before you can use it again.


Occult Invocations

No Prerequisites

  • Agonizing Blast: Add your Charisma modifier to Eldritch Blast damage
  • Armor of Shadows: Cast Mage Armor on yourself at will
  • Beast Speech: Cast Speak with Animals at will
  • Beguiling Influence: Proficiency in Deception and Persuasion
  • Devil's Sight: See normally in darkness (magical or not) to 120 feet
  • Eldritch Mind: Advantage on Concentration saves
  • Eldritch Sight: Cast Detect Magic at will
  • Eyes of the Rune Keeper: Read all writing
  • Fiendish Vigor: Cast False Life on yourself at will (as 1st level)
  • Gaze of Two Minds: Use action to touch willing humanoid and perceive through their senses
  • Mask of Many Faces: Cast Disguise Self at will
  • Misty Visions: Cast Silent Image at will
  • Thief of Five Fates: Cast Bane once per long rest without generating Entropy
  • Repelling Blast: Push creatures hit by Eldritch Blast 10 feet away

5th Level Prerequisites

  • Mire the Mind (5th): Cast Slow once per long rest without generating Entropy
  • One with Shadows (5th): In dim light or darkness, use action to become invisible until you move/attack
  • Sign of Ill Omen (5th): Cast Bestow Curse once per long rest without generating Entropy

7th Level Prerequisites

  • Bewitching Whispers (7th): Cast Compulsion once per long rest without generating Entropy
  • Dreadful Word (7th): Cast Confusion once per long rest without generating Entropy
  • Sculptor of Flesh (7th): Cast Polymorph once per long rest without generating Entropy

9th Level Prerequisites

  • Minions of Chaos (9th): Cast Conjure Elemental once per long rest without generating Entropy
  • Otherworldly Leap (9th): Cast Jump on yourself at will
  • Whispers of the Grave (9th): Cast Speak with Dead at will

12th Level Prerequisites

  • Lifedrinker (12th, Boon of the Blade): Add Charisma modifier as necrotic damage to Boon weapon attacks
  • Chains of Carceri (12th): Cast Hold Monster at will on celestials, fiends, or elementals

15th Level Prerequisites

  • Master of Myriad Forms (15th): Cast Alter Self at will
  • Visions of Distant Realms (15th): Cast Arcane Eye at will
  • Witch Sight (15th): See the true form of shapechangers and creatures concealed by illusion/transmutation

Patron-Specific Invocations

(These are examples—work with your DM to create invocations tied to your specific patron) - Thorn Duke's Grasp: Your Thorn Whip can grapple creatures - Cosmic Insight: Gain truesight to 30 feet for 1 minute once per long rest - Scyllith's Touch: You can cast Burning Hands at will without generating Entropy. - Gaze of the Lady: You can cast Charm Person at will without generating Entropy.