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The Occultist
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Occultist | Contents
## [Table Of Contents](https://homebrewery.naturalcrit.com/share/BkQ02erpl) - **[1 Cover Page](#p3)** - [1.1 Occultist](#p3) - [1.1.1 The Power of Spirit](#p3) - [1.1.2 Bonds of the Soul](#p3) - [1.1.3 Creating a Occultist](#p3) - [1.2 Class Features](#p3) - [1.2.1 Quickening](#p4) - [1.2.2 Spellcasting](#p4) - [1.2.3 Occultist Covenant](#p5) - [1.2.4 Binding Rites](#p5) - [1.2.5 Spirit Ward](#p6) - [1.2.6 Ability Score Improvement](#p6) - [1.2.7 Spiritual Spellcasting](#p6) - [1.2.8 Channel Spell](#p6) - [1.2.9 Strength of Spirit](#p6) - [1.2.10 Familiar Spirit](#p6) - [1.2.11 Ghost Form](#p6) - [1.3 Covenants](#p6) - [1.3.1 Covenant of Blood](#p6) - [1.3.2 Covenant of Charm](#p7) - [1.3.3 Covenant of Ruin](#p8) - [1.3.4 Covenant of Shadows](#p8) - [1.3.5 Covenant of Unity](#p9) - [1.4 Binding Rites](#p9) - [1.5 Multiclassing](#p11) - [1.6 Spell List](#p12)
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Occultist | Introduction & Class Features
## Occultist A tattooed elf, veiled and cloaked, draws his obsidian dagger across the sand, calling forth from the lines a ghostly apparition to help him and his allies find their way. A trio of halfling hermits gather among candles and incense, chanting words of power to bait spirits from the shadows. The bejeweled human, dressed in exotic garb and golden chains bellows a spell which echoes with the voices of an army of lost souls, a fiendish glint in his eyes as blood drips from his palm. Unlike shamans who pray to the spirits of nature, Occultists trap the tormented souls of intelligent beings lost betwixt the realm of the living and the beyond. As a Occultist, you learn to summon these souls and bind them to your will, gaining protection from them as well as the power to debilitate your enemies. As you attain higher levels, the covenant you choose to live by grants you further abilities which extend the usefulness and power of these bonds in different ways. ### The Power of Spirit Occultists (sometimes referred to as witches) may or may not have a level of respect for the spirits they bind, though one could say they should. Some Occultists tap into the residual energies of long-departed souls, while others use extant spiritual beings as conduits for their spellcasting. Either way and whether or not they wish, Occultists bind part of their own soul to those that surround them. Occultist spells mostly deal with manipulation of spiritual energies (both living and dead) and protections against the beings with supply those energies. As part of their connection to the spiritual world, they are also privy to information and secrets normally not meant for mortal minds. As such, Occultists are powerful enchanters, abjurers, and diviners. ### Bonds of the Soul Occultists acknowledge that there is a spiritual connection between all things – forces that inexplicably and randomly bind beings and happenings together in a kind of mass, shared fate. They see other Occultists as brothers and sisters, and other classes as close cousins. As a consequence, Occultists are often fond of forming alliances. One kind of alliance is the circle that a Occultist belongs to. The circle that a Occultist joins is the manifestation of a philosophy regarding the nature of spirits. Some, like the circle of power, believe in a supreme energy that extends beyond the physical world, weaving together magic and the collective conscience of all living things. Others, from the circle of blood for example, believe in a more intimate connection between the physical world and the other side. In this philosophy, each soul is tied to something close to it in the physical world – a body, an object, or location that was important to it when it was alive. \columnbreak ### Creating a Occultist When deciding on the Occultist class, think about what led your character to tap into the spirit world. Maybe Occultistcraft is a tradition in the area, or your character comes from an area rife with a ghostly past. Superstition is also a good trigger for a fascination with spirits. What is your relationship with spirits? Is there a measure of mutual respect? Perhaps your character feels more like a servant to the spirit than the other way around, or maybe they possess the entitlement to dominate and extort spiritual beings. How did your character come to be an adventurer? It could be that he or she was a pariah in their community due to contact with the other side, cast out and forced to fend for him or herself. Perhaps your character is even haunted by a particular spirit, and seeks away to control or be rid of it. #### Quick Build You can make a Occultist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, select the Hermit background. Third, select the *chill touch*, *guidance*, and *light* cantrips. ## Class Features As a Occultist, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Occultist level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or
4) + your Constituion modifier
per Occultist level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons - **Tools:** Herbalism kit - **Saving Throws:** Wisdom,
Charisma - **Skills:** Choose two from
Arcana, Animal Handling,
History, Insight, Medicine,
Nature, and Religion
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Occultist | Class Features
##### The Occultist | Level | Proficiency
Bonus | Features | Bonds | Cantrips
Known | Spell
Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Quickening, Spellcasting | — | 3 | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Occultist Covenant, Binding Rites | 1 | 3 | 4 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Spirit Ward | 1 | 3 | 5 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 1 | 4 | 6 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | — | 2 | 4 | 7 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Covenant Feature | 2 | 4 | 8 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | Spiritual Spellcasting | 2 | 4 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 2 | 4 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | — | 3 | 4 | 11 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Covenant Feature | 3 | 5 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Channel Spell | 3 | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 3 | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | — | 4 | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Covenant feature | 4 | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | Strength of Spirit | 4 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 4 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | — | 5 | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Familiar Spirit | 5 | 5 | 16 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 5 | 17 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Ghostly Step | 5 | 5 | 17 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
#### 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 athame used as an arcane focus - *(a)* a priest's pack or *(b)* a scholar's pack - Any simple weapon and two daggers ___ Alternatively, you can purchase your starting equipment with a starting wealth of 3d4 x 10gp. ### Quickening Quickening At 1st level, you gain the ability to enter a trance known as the witch’s quickening, letting you see beyond the borders of the material world. Entering the trance is an action and allows you to see into the Ethereal Plane up to 60 feet. You also gain insight into the emotional energy surrounding you, letting you know if and what spirits are bound within 60 feet, as well as granting you advantage to Wisdom (Insight) checks. Finally, any spells you cast which deal necrotic damage may deal psychic damage instead if you choose while in your quickening. The quickening requires concentration up to a minute as if it were a spell. You may use this ability 3 times. You regain any expended uses when you finish a long rest. ### Spellcasting Your contact with the spirit world and intuitive knowledge of the magic which allows it to persist grants you the use of spells. #### Cantrips You know three cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table. #### Spell Slots The Witch table shows how many spell slots you have to cast your spells of 1st level and above. To cast one of these witch spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. \pagebreakNum
Occultist | Class Features
For example, if you know the 1st-level spell *cure wounds* and you have a 1st-level and a 2nd-level spell slot available, you can cast *cure wounds* using either slot. #### Spells Known of 1st Level and Highier You know two 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch 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 once new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose on of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your Occultist spells, since your magic comes from bargaining with spirits. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Occultist spell you cast and when making an attack roll with one. ___ - **Spell save DC =** 8 + your proficiency bonus + your Charisma modifier - **Spell attack modifier =** your proficiency bonus + your Charisma modifier #### Ritual Casting You can cast a Occultist spell as a ritual if that spell has the ritual tag and you have the spell prepared. #### Spellcasting Focus You can use an athame as a spellcasting focus for your Occultist spells. Alternatively, choose a focus that you feel would suit your character. ### Occultist Covenant At 2nd level you commit yourself to a spiritual philosophy known as a Occultist's covenant: the Covenant of Blood, the Covenant of Charm, the Covenant of Ruin, the Covenant of Shadows, or the Covenant of Unity, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Additionally, you gain the ability to cast *find familiar* once per long rest without using a spell slot. #### Familiar Spells Each covenant grants special spells based on the one you chosen covenant. Whilst your familiar is on the material plane and alive, you can cast your familiar spells using spell slots as if it were an occultist spell you knew. You gain access to new familiar spells at the levels shown in each familiar spell table. ### Binding Rites At 2nd level you can bind spirits to your service. Binding a spirit is much like casting a ritual spell and takes 10 minutes of uninterrupted meditation. During this time, the Occultist speaks the invocations required to summon the spirit forth and enacts the rite of binding depending on which philosophy the Occultist belongs to. A blood Occultist might utilize a bone fragment to bind the spirit, while a shadow Occultist might bargain with the summoned spirit, exchanging a secret for the spirit’s service. When you choose a spirit to bind from the list at the end of this class description, you fill one of your available spell slots with the spirit. The spell slot used is no longer available for casting spells, and it remains unavailable for as long as the spirit filling it remains bound to you. The spirit is said to be of a level equal to the spell slot filled to bind it. Thus, a Spirit of Passion occupying a 6th level spell slot is a level 6 spirit. You cannot have more than one spirit with the same name bound at one time. Depending on the type of spirit, you gain certain benefits while the spirit remains bound and an additional effect when you release the spirit, as detailed in the Binding Rites section. Releasing a spirit is a bonus action, although some spirits allow release as a reaction. Once a spirit has been released, it no longer provides its passive effect and the spell slot it occupied is considered expended.
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Occultist | Class Features & Occultist Covenants
### Spirit Ward At 3rd level, you learn a rite that offers protection against spirits who wish you or your allies harm. As an action, you can create a spirit ward with a radius of 30 feet, centered on your location. The ward lasts 1 minute and is stationary for the duration. While inside the ward, friendly creatures (yourself included) cannot be charmed, frightened, or possessed by undead and have resistance to all damage from incorporeal undead sources. Additionally, if a friendly creature is reduced to 0 hit points within the ward but is not killed outright, the creature becomes stable. You can use this feature three times. You regain expended uses when you finish a long rest. When you reach 9th level, you regain expended uses when you finish a short or long rest. ### 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. ### Spiritual Spellcasting At 7th level you may call upon the spirits you have bound to help you cast your spells. You may dismiss a spirit as a bonus action to recover a spell slot of a level equal to that of the spirit’s. The release effect of the spirit you dismissed is not activated. ### Channel Spell Beginning at 11th level, your spells overcome the damage resistances of undead and enemies on different plane of existence from yourself (the border ethereal plane for instance) which you can perceive through means such as your quickening feature. ### Strength of Spirit At 15th level, you learn to sap additional fortitude from the spirits you bind. You gain temporary hit points equal to your Occultist level times the number of spirits you currently have bound. These temporary hit points are recovered after a long rest. ### Familiar Spirit At 18th level, when cast find familiar or if you already have a familiar, you can awaken spiritual energy within the animal as part of an additional ritual taking 10 minutes. Once complete, you choose one spirit from the list at the end of the class description. Its level is equal to your Charisma modifier. Your familiar provides you with the spirit’s passive effect as long as your familiar is within 100 feet of you. If the familiar dies, the spirit you initially chose produces its release effect if you can see any valid targets within range of the familiar. \columnbreak ### Ghost Form At 20th level you gain the ability to enter the spirit realm as a bonus action by projecting part of yourself beyond the material plane. You and your belongings become invisible and incorporeal for up 1 minute. You gain resistance to all damage from non-magical sources, and are immune to being grappled, paralyzed, petrified, poisoned, and restrained. During this time, you may move your normal speed and may pass through solid objects. If you end your turn in an object, you are dealt 1d10 force damage. You may rematerialize in your present location as a bonus action. If you choose to maintain this form until the duration expires and you are in a location occupied by a creature or solid object, you are shunted to the near occupied space and take damage equal to twice the number of feat you are moved as a result. You may use this ability once, after which you must complete a long rest to use it again. ## Covenants The covenant that a Occultist swears by at 2nd-level has to do with the Occultist's personal philosophy on spirits. When entering a covenant, the Occultist joins other like-minded Occultists and is granted abilities which align with these core philosophies. Though Occultists of different covenants may hold similar opinions of spirits, it is important to think on how each covenant's teachings shape your character's attitudes towards the binding and utilization of spirits. ### Covenant of Blood Occultists of the Covenant of Blood believe in strong connections between the physical world and the spiritual one. Spirits are connected to the physical world through objects that were important to them while they were alive. This knowledge allows a Occultist to bind spirits to her power more easily — as long as she knows a bit about the spirit's life. Though not always, Occultists from the covenant of blood tend to dominate the spirits under their control. They generally take care to leave spirits intact and in a state no worse than before they were bound, but nevertheless are capable of using a spirit's weaknesses against them, taking advantage of their connections to the physical world in order to gain power over them. #### Blood Familiar Spells | Occultist Level | Spell | |:---:|:-----------| | 2nd | *clarity*, *unseen servant* | | 3rd | *hold person*, *locate object* | | 5th | *last moments*, *vampiric touch* | | 7th | *locate creature*, *polymorph* | | 9th | *awaken*, *greater restoration* | \pagebreakNum
Occultist | Occultist Covenants
#### Awaken the Blood Beginning at 2nd level, when you release a spirit from your power, you can use the energy from those broken spiritual bonds to repair corporeal bodies. You can heal yourself or a creature adjacent to you for hit points equal to five times the level of the spirit when you trigger a release effect. #### Sympathetic Magic At 6th level, you gain the power to cast spells on targets over vast distances beyond what the spell may ordinarily allow. Provided you have an article (blood, hair, clothing) from the target, your spells of 5th level or lower which have a single target may affect the creature in question from up to one mile away per Occultist level. When you cast a spell that affects a creature this way, the article you have from the target is consumed. #### Blood Binding At 10th level, if a living creature dies within 30 feet of you, you may bind its soul as a reaction. You bind a spirit type of your choice to a spell slot of your choice. This binding expires after 24 hours or whenever you use this ability again. The creature who provided the soul cannot be resurrected during the time that its spirit remains bound. You may use this ability once, after which you must complete a long rest to use it again. #### Call Forth the Flesh At 14th level, you gain the ability to force ethereal and incorporeal creatures into the material plane as an action, and bind them to a corporeal form. The creature must succeed at a Constitution saving throw or lose its incorporeal traits and immunities to grappled, paralyzed, petrified, prone, and restrained for 1 minute. You may use this ability once, after which you must complete a long rest to use it again. ### Covenant of Charm Occultists of the Covenant of Charm tap deep into the emotions which govern lingering spirits’ behaviours. They use these emotions as signposts and guides to manipulate the desires and shape the aspirations of the living. They believe that although lingering spirits are echoes of the past, they hold the key to individual futures. By harnessing the raw emotional energy of the beyond, one can gain absolute control over the hearts and minds of those around him or her. Occultists of this philosophy vary in their treatment of spirits. Some befriend and learn from the spirits they bind, using that knowledge to further their own ends. Others take only cursory notice of the spirits they enslave – an attitude that often carries over into their living interactions, manipulating and charming those they will, without any true regard for the desires of those they meet. #### Charm Familiar Spells | Occultist Level | Spell | |:---:|:-----------| | 2nd | *charm person*, *dissonant whispers* | | 3rd | *detect thoughts*, *suggestion* | | 5th | *hypnotic pattern*, *tongues* | | 7th | *hallucinatory terrain*, *phantasmal killer* | | 9th | *dream*, *modify memory* | #### In Perfect Trust At 2nd level, you have grown attuned to the hearts and minds of those around you. While in your quickening, you may add your proficiency bonus to Charisma (Deception) and Charisma (Persuasion) checks, or double it if you already do. In addition, during your quickening, you gain the ability peer into the heart of a creature within 60 feet. Much like the detect thoughts spell, you may use an action to force the target to make a Wisdom saving throw against your spell save DC. If it fails, you gain insight into its emotional state and something that is currently influencing this state such as something it worries over, desires, loves, or hates. If the target succeeds on its saving throw, nothing happens. Unlike detect thoughts, the target does not become aware of the intrusion. You may attempt to peer into the heart of a creature once per long rest. #### Spirit Token At 6th level you gain the ability to share the emotional energy of the spirits you bind. You may tie one of your spirits you already have bound to a small object as an action. The spirit still counts towards your maximum bonds while attached to the object. When you create a token, you also choose a recipient. As long as the recipient is in possession of the token, the spirit provides its passive effect as though the spirit were bound by the recipient (even if the holder of the token is not a Occultist). In either case, the magic holding the spirit to the object expires after 24 hours where it returns to your control. If the token is returned to you, you can break this magic sooner as a bonus action. \pagebreakNum
Occultist | Occultist Covenants
#### Of One Heart At 10th level, foes charmed by you are also considered charmed by your allies. Additionally, whenever you trigger a spirit's release effect, allies within 60 feet may damage charmed foes on their next turn without breaking the charm. #### Crux of Desire At 14th level, your spells and spirits which can charm creatures affect those with immunity to being charmed. These creatures gain advantage on all saving throws to resist or break free of the effect. In addition, you are immune to being charmed. ### Covenant of Ruin The Covenant of Ruin has less respect for spirits than the other covenants. Occultists who bind these spirits utilize their magic to torture and pressure spirits in order to extract power from them. Their philosophy revolves around invoking ruin and causing as much damage as possible. Though good Occultists of this covenant are rare, they are not unknown. Good Occultists who share this covenant's ideology typically aim to bind evil spirits, turning these beings into weapons for good against their will (though this can hardly be considered to be completely benign). These Occultists often claim this is for the greater good — using evil to combat evil. #### Ruin Familiar Spells | Occultist Level | Spell | |:---:|:-----------| | 2nd | *bane*, *witchbolt* | | 3rd | *crown of madness*, *shatter* | | 5th | *bestow curse*, *call lightning* | | 7th | *confusion*, *ice storm* | | 9th | *cloudkill*, *destructive wave* | #### Doom Beginning when you choose this circle at 2nd level, hostile creatures who are the target of any of your spirits’ release effects are given disadvantage on their next ability check, attack roll, or saving throw. #### Devastating Release At 6th level, spirits you release erupt with energy as their bonds are broken, causing harm to those around you. When you release a spirit, enemies within 30 feet of you are dealt 1d6 points of psychic damage per level of the spirit. Those who take damage hear wails and screams as the spirit is released, and feel a rush of sorrow and discomfort. #### Ruinous Ward Beginning at 10th level, the Spirit Wards you create are accompanied by spiritual dissonance which can strain and break the weak of soul. In addition to the described effects above, your Spirit Ward ability deals 1d6 psychic damage each round to hostile creatures within its radius at the beginning of their turn. \columnbreak #### Rite of Exorcism At 14th level, you can attempt to exorcize a living creature’s own soul. If a creature within 30 feet fails a Charisma save against your spell save DC, they are dealt 5d6 psychic damage and 5d6 necrotic damage as their soul is torn from their body. The creature is also stunned until your next turn. A successful save means the creature takes half damage and is not stunned. You may use this ability 3 times. Expended uses recover after a long rest. ### Covenant of Shadows The Covenant of Shadows subscribes to the belief that everything that exists, both physically and metaphysically, is like a shadow cast by that which came before it. Shadows are windows into worlds beyond the material plane — as one world becomes dimmer, others become brighter and easier to see by comparison. There is reason to be wary of the dark. Occultists from this covenant are more cautious dealing with spirits. They know that dangers lurk in the shadows, and they are careful with their dealings lest the spirits they bind show their dark side. #### Shadows Familiar Spells | Occultist Level | Spell | |:---:|:-----------| | 2nd | *hush*, *twilight* | | 3rd | *darkness*, *invisibility* | | 5th | *fear*, *flicker* | | 7th | *confusion*, *ice storm* | | 9th | *seeming*, *shadow stride* | #### The Shadows Have Eyes You can use the spirits which dwell in the darkness to see. Beginning at 2nd level, you can see in magical and nonmagical darkness up to 120 feet as long as you have at least 1 spirit bound, and you have advantage on Wisdom (Perception) checks in dim light or darkness as long as you have 2 spirits bound. #### Blinding Shackles At 6th level, hostile targets that have been affected by any of your spirits’ release effects are blinded for 1 turn per level of the spirit. This ability cannot affect creatures who do not use light to see. #### Spirits in the Shadows Beginning at 10th level, as long as you have at least 2 spirits bound, you may call upon nearby shadows to replace the somatic components of your spells. Alternatively, the ghostly whispers of those spirits may replace the verbal components of your spells. You may therefore cast spells with these components even if you yourself cannot motion or vocalise. \pagebreakNum
Occultist | Occultist Covenants & Binding Rites
#### Haunting Shades Beginning at 14th level, when you release a spirit that targets a hostile creature, you may choose for the spirit to haunt that creature for up to 1 minute, requiring your concentration. The passive effect continues but uses the haunted creature as the origin. The passive effect otherwise treats you as the owner. When the minute expires or you cease concentration, the spirit’s release effect activates again. You may use this ability once, after which you must complete a long rest to use it again. #### Unity Familiar Spells | Occultist Level | Spell | |:---:|:-----------| | 2nd | *bless*, *faerie fire* | | 3rd | *blur*, *calm emotions* | | 5th | *feign death*, *spirit guardians* | | 7th | *death ward*, *freedom of movement* | | 9th | *commune*, *legend lore* | ### Covenant of Unity The Covenant of Unity subscribes to a philosophy that all spiritual entities are connected by a collective consciousness. They use this knowledge to surmount power over the spiritual realm itself. In other words, these Occultists gain their abilities by harnessing the secrets which govern the very basis of spiritual existence, rather than focusing on the relationships between the metaphysical and the material world. The Covenant of Unity is perhaps a little more sympathetic to the spirits these Occultists bind. Occultists of this covenant tend to see spirits more as allies. They trust the spirits they bind enough to allow their power to grow under their command with the purpose of sharing this power. #### Spirit Link You can link yourself to the souls of others, gaining knowledge of them. Beginning at 2nd level, while in your quickening you can use your action to know whether a creature you can see has greater or fewer hit points than yourself and all conditions it currently suffers from. #### Forceful Presence When you reach 6th level, you can retain control over a spirit after it produces its release effect so that it remains bound and ready to be released again. You may use this ability a number of times equal to your Charisma modifier, minimum 1. After these uses are expended, you must complete a long rest to recover them. #### Powerful Bonds At 10th level, your body and soul develop the ability to contain more powerful spirits. The level of spirits you bind are considered 1 higher than the spell slot you use to bind them. \columnbreak #### Occult Simulacrum At 14th level, should you be reduced to 0 hit points but not killed outright, your body becomes possessed by a spirit you control and you may continue to act for 1 round per level of the highest level spirit you have in your power. You cannot use this ability if you do not have any spirits bound. During this time, your hit points remain at 0 and you continue to make death saving throws (though a prepared Occultist may move to her spirit ward to become stable). Onlookers notice a strangeness in your movements, eyes, and voice while you remain possessed. While possessed, you can use your action on your turn to activate the release power of one of the spirits you have bound and have it remain bound. This does not count against the uses of the Forceful Presence ability. Should you be healed under the possession (including by yourself), you awaken from the possession, conscious. Otherwise, when the duration expires, your body collapses. ## Binding Rites Following is a list of different spirits a witch may bind. #### Agony In the presence of a spirit of Agony, foes’ wounds continue to bleed and fires continue to burn. While Agony is bound, for every damage die you roll that shows a 1, you may treat the roll as the maximum possible number for that die for a number of dice up to the level of the spirit. ***Release.*** You may release Agony as part of any attack or spell which deals damage. In addition to the damage, you may roll an extra number of equivalent dice equal to the level of the spirit. If the attack or spell uses more than one type of die, choose the largest. This extra damage is psychic damage. Additionally, all 1s are treated as the maximum value for each die. #### Desire Spirits of Desire impress your will onto others and enhance existing desires. Friendly and charmed creatures within 30 feet have disadvantage on Wisdom saving throws against your spells. Once an affected creature succeeds on a Wisdom saving throw against one of your spells, that creature is immune to this spirit’s passive effect for 24 hours. ***Release.*** When you release this spirit as a bonus action, a number of target creatures within 30 feet up to the spirit level become charmed if they fail a Wisdom saving throw against one of your spells. This effect lasts one minute. The effect ends prematurely if you or your allies damage the creature. The spirit's level also determines what kind of creature can be charmed. At 3rd level and below, only humanoids and animals can be affected. At 4th level and above, all creatures can be affected. #### Empathy Spirits of Empathy force your enemies to share your pain. While Empathy is bound, whenever you are dealt damage from a living or undead source, you may use your reaction to deal that source psychic damage equal to two times the level of this spirit. \pagebreakNum
Occultist | Binding Rites
***Release.*** You can release Empathy as a reaction when you or an ally within 30 feet takes damage from a creature. The creature is dealt psychic damage equal to half the damage taken plus three times the spirit’s level. #### Envy Spirits of Envy take from others what they covet for themselves – life. Whenever you deal damage with an spell or spirit effect to a hostile creature while Envy is bound, you regain the spirit’s level in hit points. ***Release.*** You may release Envy as a bonus action to grant yourself or an ally within 30 feet temporary hit points equal to 5 times the spirit level. As long as these temporary hit points remain, enemies have disadvantage on attack rolls against creatures other than the affected creature. #### Fear Spirits of Fear bring nightmares to life. While Fear is bound, you may add your proficiency bonus to Charisma (Intimidation) checks, or double it if you already do. In addition, attacks against you are at disadvantage. Once a foe has rolled against you with disadvantage and hits, it can no longer be affective by this passive ability for 24 hours. ***Release.*** When Fear is released from its bonds as a bonus action, a number of creatures equal to the spirit level within 30 feet make a Wisdom save or be frightened for 1 minute. Each creature affected is allowed a Wisdom saving throw to end the effect at the beginning of each turn. #### Generosity Spirits of Generosity are always willing to make sacrifices for those who bind them with good intentions. Your spells that heal restore an additional 1d4 hit points per level of the spirit. If the spell heals more than one creature each creature is instead healed an extra number of hit points equal to the spirit level. \columnbreak ***Release.*** You may release Generosity as a bonus action and gift the spirit to an ally within 30 feet. The spirit protects the ally, granting them temporary hit points equal to 5 times the spirit level. These temporary hit points last 10 minutes. #### Guilt Spirits of Guilt cause your enemies hesitation in acts that would wrong you and your allies. While Guilt is bound, you may use your reaction to raise the AC of yourself or an ally within 30 feet by the level of the spirit against one attack. ***Release.*** When you release Guilt from your power as a bonus action, a single target within 30 feet has disadvantage on attack rolls against you or an ally for 1 round per spirit level. #### Hate Spirits of Hate inspire a ferocity in you. When you are damaged by a creature, you gain advantage on attack rolls against that creature on your next turn. ***Release.*** When you are hit by an attack or spell, you can use your reaction to make an attack or cast a spell with an attack roll against the creature who struck you. The creature is dealt additional necrotic damage equal to 1d6 per spirit level regardless of whether you hit. #### Hunger Spirits of Hunger both sustain their friends and deprive their enemies of energy. While Hunger is bound to you, you require no food or water to survive. ***Release.*** You may release Hunger as a bonus action to impart one level of exhaustion on a number of creatures within 30 feet equal to the spirit’s level. The creature cannot be affected by a Spirit of Hunger again for 24 hours.
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Occultist | Binding Rites & Multiclassing
#### Passion Spirits of Passion give those who bind them the power to push themselves and others further in order to accomplish a task. When this spirit is bound you gain a number of bonus dice equal to the spirit level. These dice are d6s. You may choose to roll one of these dice and add the result to any attack roll, ability check or saving throw you make, or to any such roll an ally within 30 feet of you makes. You lose all remaining dice when you release Passion. ***Release.*** You may release Passion as part of an attack roll, ability check, or saving throw. You make this roll with advantage. In addition you can roll a d6 as a reaction and add the number rolled to any attack roll, ability check, or saving throw made by any creature within 30 feet for a number of rounds equal to the spirit's level. #### Serenity Spirits of Serenity bring peace and clarity of thought to those who bind them. You require only half the time worth of sleep or rest as long as Serenity remains bound. You still require 8 hours to gain the full benefits of a long rest. Additionally you may add the spirit's level to a hit die spent and rolled during a short rest to recover hit points for you and up to five allies. ***Release.*** When you release Serenity from your power as a bonus action, you may remove one of the following conditions from yourself: Blinded, Deafened, Frightened, Paralyzed, Poisoned, and Stunned. #### Sloth Spirits of Sloth inspire sluggishness and laziness of thought and action around you. While Sloth is bound, spaces within 10 feet of you count as difficult terrain for enemies. Additionally, creatures provoke opportunity attacks from you even if they disengage. ***Release.*** When Sloth is released as a bonus action, foes within 30 feet lose their reaction for a number of rounds equal to the spirit level. #### Sorrow The failures of your enemies continue to haunt them in the presence of a spirit of Sorrow. While Sorrow is bound to you, enemies within 30 ft. who fail a save against a spell 1st level or higher cast by you or an ally are dealt psychic damage equal to the spirit’s level. ***Release.*** When Sorrow is released as a bonus action, choose a target creature within 30 feet. That creature has disadvantage on its next saving throw, ability check, or attack roll. Should this roll fail, they are dealt 1d6 psychic damage and this spirit's release effect triggers again on the same creature. Once this damage has been dealt a number of instances equal to the spirit level, it is no longer renewed. \columnbreak #### Trust While emboldened by a spirit of trust, you can help your allies through cooperative spellcasting, or protect them from harmful spellcasting effects from other allies. While Trust is bound, you can use the Help action to aid an ally within 30 feet to cast a spell, giving them advantage on an attack roll or ability check made with that spell. Alternatively, if that spell deals damage in some way, the caster may reroll a number of damage dice equal to the level of this spirit. Finally, you can also use the Help action to render a single ally within 30 feet immune to the harmful effects of any ally's spells until your next turn. ***Release.*** When trust is released as part of your Help action, you impart a bonus to the spell save DC of a single ally within 30 feet for the next spell they cast before your next turn. This bonus is equal to the level of this spirit. If the spell forces more than one creature to make a saving throw, only one creature is affected by the increased DC. #### Valor Spirits of Valor give those who bind them the power to pull through with confidence against poor odds. While Valor is bound, you and allies adjacent to you have advantage on saves against being frightened. Additionally, as an action, you may use Valor to inspire an ally within 30 feet granting them temporary hit points equal to the spirit's level. ***Release.*** When you release this spirit as a bonus action, one creature per spirit level within 30 feet is no longer frightened and may immediately make a saving throw to end any other effect or condition on them which would normally allow saving throws. #### Wonder You radiate an aura of awe when a spirit of Wonder is bound to you. While Wonder is bound, you can use your reaction to impose disadvantage on Insight checks against one creature within 30 feet for the round. You can also use your action to impose disadvantage on Perception checks made by creatures within 30 feet make to notice anything other than yourself for the round. ***Release.*** You may release Wonder from your power as a reaction when you hit a target with a an attack or spell or they fail a save against one of your spells. For a number of rounds equal to the spirit level, that creature may choose to take an action or a move up to their speed, but not both, on each of their turns. ## Multiclassing ***Ability Score Minimum.*** Charisma 13 ***Proficiencies Gained.*** Light armour, simple weapons, herbalism kit \pagebreakNum
Occultist | Spell List
## Spell List This section highlights the spells that occultists can prepare. ##### Cantrips (0 Level) Animate Skull Beguiling Strand Blade Ward Chill Touch Duelling Shadows Friends Guidance Lacerate Light Mage Hand Mending Minor Illusion Mirror Burst Poison Spray Quickfoot Resistance Thaumaturgy Toll the Dead True Strike Umbraturgy ##### 1st Level Alacrity Animal Friendship Bane Cause Fear Chaos Bolt Charm Person Clarity Covenant Crown of Sorrow Cure Wounds Detect Magic Detect Poison and Disease Dissonant Whispers Enrage Faerie Fire Find Familiar Healing Word Hex Ice Knife Inflict Wounds Jinx Longstrider Mindless Courage Protection from Evil and Good Puppet Purify Food and Drink Rapport Spores Ray of Sickness Speak with Animals Sudden Awakening Tasha's Hideous Laughter Twilight Unseen Servant Vitriolic Spray Witch Bolt ##### 2nd Level Aganazzar's Scorcher Alter Self Animal Messenger Augury Blindness/Deafness Crown of Madness Darkness Darkvision Delphi's Pendulum Detect Thoughts Discover Weakness Enhance Ability Enthrall Far Reach Gentle Repose Healing Spirit Hold Person Lesser Restoration Locate Animals or Plants Locate Object Mind Spike Misty Step Moonbeam Protection from Charms Protection from Poison Skinscales Spectral Scythe Suggestion Tasha's Poisonous Sludge Web Wormhole Plunge ##### 3rd Level Bestow Curse Blackened Heart Clairvoyance Conjure Animals Conjure Lesser Demons Curse Weapon Daylight Delay Death Delphi's Bones Dispel Magic Enemies Abound Fallen Soul Fear Fly Last Moments Leomund's Tiny Hut Magic Circle Major Image Mindfeast Modify Beast Night Guardians Protection from Energy Protection from Negative Energy Remove Curse Speak with Dead Spirit Guardians Tiny Servant Tongues Vampiric Touch \pagebreakNum
Occultist | Spell List
##### 4th Level Banishment Blight Break Catalyst of Horror Chains of Affinity Charm Monster Compulsion Confusion Death Ward Delphi's Dowsing Rod Delphi's Looking Glass Divination Dominate Beast Evard's Black Tentacles Freedom of Movement Giant Insect Hallucinatory Terrain Hound of Vengeance Jackdaw's Nevermore Locate Creature Polymorph Shadow of Moil Soul Grip Summon Greater Demon Syphon Life Tower of Iron Will Vitriolic Sphere Wall of Bones Wall of Fire Wall of Pain ##### 5th Level Animate Objects Antilife Shell Awaken Binding Contract Circle of Power Commune Contact Other Plane Contagion Danse Macabre Delphi's Eyeglasses Dominate Person Dream Enervation Far Step Forgotten Pain Geas Greater Restoration Hold Monster Insect Plague Mass Cure Wounds Modify Memory Negative Energy Flood Planar Binding Reincarnate Scrying Skill Empowerment Synaptic Static Telekinesis Visage of Terror ##### 6th Level Alter Form Circle of Death Conjure Fey Contingency Create Homunculus Eyebite Find the Path Forbiddance Harm Heal Jackdaw's Malevolent Vision Mass Suggestion Mental Prison Primordial Ward Soul Cage Sunbeam True Seeing ##### 7th Level Crown of Stars Dark Abyss Doom Etherealness Finger of Death Jodariel's Exiling Impalement Mirage Arcane Mordenkainen's Magnificent Mansion Plane Shift Power Word Pain Regenerate Sequester Simulacrum Starfire Symbol ##### 8th Level Abi-Dalzim's Horrid Wilting Animal Shapes Antipathy/Sympathy Dominate Monster Feeblemind Glibness Maddening Darkness Nel Zhim's Magical Vivisection Orbicular Shield Power Word Stun Sunburst Verisimilitude ##### 9th Level Astral Projection Foresight Imprisonment Invulnerability Mass Polymorph Power Word Heal Power Word Kill Psychic Scream Shapechange True Polymorph True Resurrection Weird \pagebreakNum
Jack Weighill's Homebrew Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
Another class from reddit, this with very few edits to make outside of a little balance here and there. By /u/Zarieth, I loved the core Binding Rite mechanic of this class from the word go. Out of the entire class, the only part I didn't like was the name, the Witch. It just didn't seem to fit the class at all, and felt very gender restrictive.
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