Occultist

by JimseTran

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The Occultist

Occultist

Walking in the forest at night, you may meet a man or a woman sitting and meditating by the largest tree in the forest. Various carved wooden figurines, a pouch full of various herbs and spices along with a burning incense are scattered around the person. When you come closer, you hear the chantings of a ritual meant to appease the natural spirits, and as you come up next to the person, the spirits materialize and envelop you and the sitting person. At that moment, he or she opens their eyes and stare right at you, making you see directly into their eyes, which looks dead and shows signs of having seen much more than you will ever imagine in your mortal life.

Spiritual Connection

Occultists serve as the direct connection between the mortal world and the realms of spirits, being called by the spirits to speak and act for them among mortals. These spirits come in a variety of forms, ranging from nature spirits to the souls of fallen ancestors. By bargaining and negotiating with spirits, an occulist is granted power from the spirits, both to serve the spirits' goals, but also in part as a reward for serving them. While gaining physical and magical prowess from the spirits, an occultist never have true control of their powers, merely serving as a vessel for the spirits to channel their energies through. To keep the spirits happy and to ensure that they keep they powers, occultists often make ritual sacrifices and offer prayers and services to the spirits.

The Gift of the Spirits

As an occultist becomes more powerful, they become more attached to the Spirit World, and gradually, they transition into becoming more of a living spirit themselves, being detached from mortal problems and fueling their own spiritual powers instead of relying on the spirits they worship and serve. At that point, an occultist becomes neither mortal nor immortal, neither living nor dead, just something inbetween.

Creating an Occultist

When making your occultist, you should conside rwhy your character has such a close bond with nature and the spirits in particular. Perhaps you are a part of a tribe that worships your ancestors which takes their from as spirits, or maybe you have witnessed a murder in the forest, which have traumatized you and brought you closer to the spiritual wo. Perhaps your character had a dramatic encounter with the spirits of nature, falling from a tree or down a waterfall and barely surviving, maybe in part due to spirits saving you.

Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.

Quick Build

You can make a Occultist quickly by following these suggestions. First, Wisdom should be your highest ability modifier, followed by either Strength or Constitution. Secondly, you should take the Outlander background.

CHAPTER 2 | CLASSES

Class Features

As a Occultist, you gain the following class features.

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

Proficiencies


  • Armor: Light armor, Medium Armor, Heavy Armor
  • Weapons: Simple weapons, Flail, Morning Star, Whip
  • Tools: Herbalism Kit

  • Saving Throws: Wisdom, Strength
  • Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Religion and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple weapon, or (b) any martial weapon (if proficient)
  • (a) a sling and 20 stones, or (b) a wooden shield (if proficient)
  • (a) a set of hide armor, or (b) a ring mail.
  • An explorer's pack and a druidic focus.

Spiritual Calling

At 1st level you have found a part of nature that calls for you to search for guidance from the spirits in nature. You can choose one of several callings detailed at the end of the class description. Your calling grants you additional features when you reach 3rd level and again at 6th, 10th and 14th levels.

The Occultist
Level Proficiency
Bonus
Features Spell
Slots
Slot
Level
1st +2 Spiritual Calling, Natural Barrier
2nd +2 Spirit Magic, Wilderness Bond, Imbued Weapon (1d6) 1 1st
3rd +2 Spiritual Calling Feature 2 1st
4th +2 Ability Score Improvement 2 1st
5th +3 Extra Attack 2 2nd
6th +3 Spiritual Calling Feature 2 2nd
7th +3 Mystical Preparation (1 Spell), Improved Natural Barrier 2 2nd
8th +3 Ability Score Improvement 2 2nd
9th +4 2 3rd
10th +4 Spiritual Calling Feature 2 3rd
11th +4 Passive Imbuing 2 3rd
12th +4 Ability Score Improvement 2 3rd
13th +5 2 4th
14th +5 Spiritual Calling Feature 2 4th
15th +5 Heart Conduit, Mystical Preparation (3 Spells) 2 4th
16th +5 Ability Score Improvement 2 4th
17th +6 2 5th
18th +6 Imbued Weapon (2d6) 2 5th
19th +6 Ability Score Improvement 2 5th
20th +6 Master of the Occult 2 5th
CHAPTER 2 | CLASSES

Natural Barrier

Starting at 1st level, you have a pool of defensive power that replenishes when you take a Long Rest. With that pool, you can gain an amount of temporary hit points equal to four times your Occultist level.

You can as an action draw power from the pool to gain temporary hit points by an amount of your choice, up to the maximum amount remaining in your pool.

Spirit Magic

Your study of nature and the spirits of the world have given you the ability to cast spells using the magic of natural spirits in the world. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and Chapter 11 for the Occultist spell list.

Preparing and Casting Spells

The Occultist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Occultist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell hex, you must spend one of those slots, and you cast it as a 3rd-level spell.

You prepare the list of Occultist spells that are available for you to cast, choosing from the Occultist spell list. When you do so, choose a number of Occultist spells equal to your Wisdom modifier + half your Occultist level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots of the level or higher. For example, if you are a 3rd-level Occultist with a Wisdom of 16, your list of prepared spells can include four spells of 1st and 2nd level, in any combination. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Occultist spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Ritual Casting

You can cast a Occultist spell as a ritual if that spell has the ritual tag and you have the spell prepared. The ritual version of a spell takes 10 minutes longer to cast than normal and also doesn't expend a spell slot. The ritual version of a spell can only be cast at its lowest level possible.

Spellcasting Focus

You can use an druidic focus (see the Adventuring Gear section) as a spellcasting focus for your Occultist spells.

Wilderness Bond

At 2nd level, you have become a part of nature through your bond with the spirits of nature. Beasts are always neutral or friendly to you when you encounter them for the first time. You can also communicate simple messages between you and a beast using body language and sounds.

Imbued Weapon

At 2nd level, you have gained the ability to infuse your weapon strikes with spiritual energy, gaining the ability to make a large amount of spiritual energy surge through the weapon at will. When you take the Attack action, you can infuse spirits into your weapon. Until the end of your turn, whenever you hit a creature with a melee weapon attack, you can add an additional 1d8 damage to the damage dealt. The damage increases to 2d8 at 18th level.

After you cast this spell, you cannot use this feature again until you have cast a spell using an Occultist spell slot of 1st level or higher.

Upon gaining this ability, you must choose whether the damage dealt by this feature is radiant or necrotic.

Mystical Preparation

At 7th level, you have honed your ability to call for the power of the spirits, making you able to save some of the spiritual energy conjured for another time. When you prepare your spells, you can prepare an additional spell along with your normally prepared spells. The additional spell prepared must have the ritual tag and can only be cast as a ritual while prepared.

You can prepare two additional spells in this way for a total of three spells at 15th level.

Improved Natural Barrier

Also at 7th level, your capabilities to protect yourself improves. You can as an action use 10 hit points from your Natural Barrier pool to protect yourself from being crippled. Choose one of the following sets of conditions:

  • poison and disease
  • blinded and deafened
  • charmed and frightened

You become immune to the chosen conditions for the next 10 minutes.

Passive Imbuing

At 11th level, you have improved your ability to infuse your weapon strikes with spiritual energy, making your weapon always surge with spiritual energy surge. Whenever you hit a creature with a melee weapon attack, the creature takes 1d8 damage in addition to the regular damage. The damage type is the same as the one chosen for Infused Weapon.

Heart Conduit

At 15th level, you have advantage on Constitution saving throws to maintain your Concentration when you cast a spell with a casting time longer than a single action.

Master of the Occult

At 20th level, you have reached such wisdom from the spirits of nature that you become a living spirit that can grant yourself spiritual powers. When you roll for initiative and have no spell slots remaining, you regain 1 spell slot.

In addition, when you die, you reincarnate with your original body, but not your equipment after 1d6 weeks at the nearest natural landmark, such as a forest or a mountain.

Spiritual Callings


Spiritual Calling Subclass Description
Calling of the Totem Totemist You have a special bond with the totem poles which you use to contact ancient spirits. You can summon and manipulate totemic poles which grants you additional powers when you are nearby.
Calling of the Medium Spiritualist You have the ability to contact ghosts of deceased creatures and let them possess you or an object of yours, lending you their spiritual powers.
Calling of the Future Oracle A gift from the spirits of nature, you gain the powers of precognition. You use your abilities to see into the past and future to plan your actions in battle and while exploring.
Calling of the Rhythm Shaman You attune to the sound of nature by the beat of your trusty shaman drum. By playing on the drum, you can send out spiritual energy to you and all allies that can hear you.
Calling of the Dreams Oneiromancer You understand that the easiest way for one to communicate with the spirits is through dreams, gaining the ability to manipulate the border between being awake and asleep.
Calling of the Coven Witch You have come to bog swamps and wastelands in search of spiritual power with likeminded people. Your connections with the spirits in those parts of nature grants you powerful magic.
Calling of the Stars Astrologian A gift from the stars above, you gain power from the night sky. Spirits in the stars grants you the ability to summon a constellation in your image that you can manipulate to your liking.
Calling of the Sigil Erilaz You see that the best way to communicate with the spirits of nature is to speak their language. You align yourself with the natural elements by way of elaborate rituals and complicated scripture.
Calling of the Offering Sacrificator Seeing the power of life, the spirits lend you the power to manipulate life force. You gain the ability to grant you and your allies powerful effects, but the powers come with drawbacks.
Calling of the Patterns Augur Although subtle, the spirits can interact with the world through creation of pattern. You have learned to decipher the patterns to gain knowledge in your daily happenings.
CHAPTER 2 | CLASSES

Calling of the Totem

You have a special bond with the totem poles which you use to contact ancient spirits. You can summon and manipulate totemic poles which grants you additional powers when you are nearby.

Primal Might

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with martial weapons. The influence of the totemic spirits also allows you to mystically channel their powers through two-handed weapons. Whenever you wield a weapon that you are proficient with and that has the two-handed property, you can use the weapon as a spellcasting focus for your Occultist spells.

Summon Totem

At 1st level, you gain the ability to conjure a totemic pole out of thin air. You can use an action to summon a totemic pole at a non-occupied square within 5 feet of you. The totem is considered a medium size object with an AC of 13 + your proficiency bonus, has hit points equal to 5 + five times your Occultist Level. The totem lasts for 1 hour, and you can choose to dismiss the totemic pole (no action required). When the totem is dismissed or reduced to 0 hit points, you lose the ability to summon a new totem until you spend a minute to restore your powers.

Whenever you are within 15 feet of your totem, you gain a +1 bonus on all damage rolls, and you have advantage on Strength ability checks and saving throws.

While the totem is on the battlefield and within 20 feet of you, you may use a bonus action to pull the totem towards you to an unoccupied spot within 5 feet of you.

Wild Instincts

At 3rd level, you have learned to harness the permeating energy of the spirits of nature and use it to aid in your travels. When taking the Dash action, moving through nonmagical difficult terrain costs you no extra movement, and you can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, when you take the Dodge action while within 15 feet of your totem, you may make a single weapon attack as a bonus action.

Totemic Strength

At 6th level, you are now able to smash a target when you summon a totem pole. When summoning a totem pole using an action, you can choose to make it smash down at an occupied spot at the end of summoning. That creature must make a Strength saving throw against your spell save DC, taking bludgeoning damage equal to 1d10 + half your Occultist level, rounded down, on a failed save and dealing half damage on a successful save. If you target an object or a structure, it takes the damage automatically. Regardless if you hit or not, the totem lands at the nearest unoccupied square.

Animal Guardians

At 10th level, you can summon the spirits residing inside the totemic pole. While within 5 feet of your totem, you may use an action and expend a spell slot to cast the spell Spirit Guardians at the spell slot's level, but centered around the totemic pole instead of you. The spirits’ spectral form will appear like a beast of your choice, and upon the damage dealt is of the same type as the one chosen for the Infused weapon feature.

Energy Surge

At 14th level, the spiritual energy permeating from the totemic pole is enhanced, reacting when it is broken. Upon being destroyed, magical energies erupt from the totemic pole and fill you with a surge of berserking power.

The next time you take the Attack action while surged, you consume the surge to gain advantage on all weapon attacks made through the Attack action, and when you hit with a weapon, you deal additional force damage equal to your proficiency bonus.

When unused, the surge dissipates naturally after 1 minute.

Calling of the Medium

You have the ability to contact ghosts of deceased creatures and let them possess you or an object of yours, lending you their spiritual powers.

Ancestral Guidance

At 1st level, an ancestral spirit possesses up to two weapons of yours, engulfing it in ectoplasm and ghastly energies to improve its martial abilities. Whenever you finish a long rest, you can touch up to two melee weapons that you are proficient with and that lacks the two-handed property. They become your ancestral weapons. You can use your ancestral weapons as spellcasting foci, and when you attack with those weapons, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This lasts until you choose to change your ancestral weapons during a long rest.

Ancient Possession

Also at 1st level, the ancestor can lend you its spectral powers by possessing you temporarily. As a bonus action, you can become spectral temporarily. For the next minute, you can move through other creatures and objects as if they were difficult terrain. You take 2d6 force damage if your turn is ended while you’re still inside an object. If you are inside an object when you stop being spectral, your body is expelled to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.

After using this feature, you can’t use it again until you finish a short or long rest.

Poltergeist

Beginning at 3rd level, the poltergeist, another troublemaking spirit, also possess your person, granting the weapons you are holding the reach property if applicable.

As a bonus action, you may expel the poltergeist from your body and make it possess an ally within 30 feet instead. The weapons you wield lose the reach property gained from this feature, while the chosen ally’s weapon gains the reach property if applicable until you make the poltergeist return to yourself as a bonus action or the ally moves more than 30 feet away from you.

Phantom Massacre

At 6th level, your spirit-possessed weapons gain the ability to unleash their spiritual energy to your surroundings. When you take the Attack action, you may target up to three creatures within reach of your melee weapons instead of attacking normally. You make a single melee weapon attack against each creature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Umbral Echo

At 10th Level, you become closer with your ancestral spirits. If you are wielding two weapons with the same reach when you use your Phantom Massacre feature, you may also make an off-hand attack against each of the targeted creatures.

In addition, you can cast the spell Speak with Dead at will without expending a spell slot.

Secret of the Ancients

Beginning at 14th Level, you are completely confident in your ability to become spectral. While your Ancient Possession feature is active, if you haven't moved this turn, and you end your turn inside an object, the turn will not count against the time left as spectral. You can extend the duration in this matter to a maximum of 10 minutes.

In addition, you now do not take force damage from ending your turn while you’re still inside an object if you haven't moved this turn.

Calling of the Future

A gift from the spirits of nature, you gain the powers of precognition. You use your abilities to see into the past and future to plan your actions in battle and while exploring.

Determination

Starting at 1st level, your skills in reacting to the happenings around you are honed, filling you with determination. Whenever you are damaged by an attack while holding a melee weapon, you may use your reaction to make a single melee weapon attack against the attacker if the attacker is within reach of your weapon.

Fortunes and Disasters

Also starting at 1st level, you gain the ability to manipulate your own fate to your advantage. When you make an attack roll, ability check or a saving throw, you can gain advantage on the roll. When you do so, you then have disadvantage on your next attack roll, ability check or saving throw.

Prepared Mind

Beginning at 3rd level, your mind is always prepared to take quick action when required. When you take the Ready action to hold an action for later, you do not consume your reaction when you trigger your held action. You must still have a reaction to trigger the held action.

Precognition

Starting at 6th level, your precognition powers grant you the ability to accurately predict dangers, giving you the ability to defend against them accordingly.

Whenever you or an ally is damaged by an attack within 30 feet of you, you may use your reaction to protect you or the ally against the attack. You roll half of the damaging ability’s dice, rounded down and reduce the damage taken by the number rolled.

After using this feature twice, you can’t use it again until you finish a short or long rest.

Crystal Reading

At 10th level, your eyes are opened even further, granting you the ability to temporarily see the unseen in the world.

After meditating for 1 minute, You gain darkvision to 30 feet. If you already have darkvision, your range increases by 30 feet. In addition, you also gain truesight to 30 feet. This lasts for the next hour or until you dismiss it as a bonus action.

After using this feature, you can’t use it again until you finish a long rest.

Red Thread of Fate

Starting at 14th level, you gain the ability to even manipulate the strings of fate permeating the world. Whenever you and an ally within 30 feet of you must make a saving throw from the same effect, you may use your reaction to lock the fates of you and your ally together, making both of you succeed in the saving throw regardless of the roll if either one of you succeed in their saving throw.

After using this feature to successfully make both of you succeed in a saving throw, you can’t use it again until you finish a short or long rest.

Calling of the Rhythm

You attune to the sound of nature by the beat of your trusty shaman drum. By playing on the drum, you can send out spiritual energy to you and all allies that can hear you.

Natural Rhythm

At 1st level, you can feel the rhythm of your surroundings from your head to your toes. You gain proficiency with shields along with Warhammers, Longswords and shortswords. You also gain proficiency with a drum. For you, a drum counts as a shield and a spellcasting focus.

Whenever you wield a shield in one hand and a weapon in the other, the shield can also be used as a drum. When you use the Attack action, you can make an attack by drumming on the shield as a bonus action. You make a melee spell attack at a creature within 5 feet of you, using Wisdom as your attack and damage modifier, dealing 1d4 in thunder damage on a successful attack. You are proficient in using the shield as a weapon.

Song of the Forest

At 1st level, you can use your drum to beat the rhythm of your surroundings to empower your allies. As an action, you may begin to play a song on your drum, granting a beneficial effect to yourself and all allies within 30 feet of you. You and your allies must be able to hear your drum to gain its benefits. You may choose one of the following songs to play:

  • Aria of the Lake: You can add an additional bonus of +1 to any saving throws you or an ally must roll.
  • Storm Chant: Whenever you or an ally attacks with a wielded weapon, the weapon’s damage type is thunder instead of the weapon’s normal damage type.
  • Hymn of the Wind: You and your allies’ movement speed gain a bonus of +10 feet. The ally’s bonus is maintained to end of their turn even if they move out of the song’s radius during their turn.
  • Earthen Anthem: When you or an ally roll a 1 on a damage die for a weapon attack, one can reroll the die and must use the new roll, even if the new roll is a 1.

You may end your song at any time as a bonus action. While playing a song, your drum is considered occupied, and you cannot attack an enemy by drumming on the shield.

Occult March

Beginning at 3rd level, your song inspires your allies to move forward and hold on. While travelling for an hour or more, you and your allies gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can move at a fast pace without having a penalty to passive Wisdom (Perception) scores while travelling.
  • Your group gains advantage on Constitution saving throws for exhaustion when travelling for more than 8 hours as a forced march.

Worldly Heart

At 6th level, you can invigorate your song, granting additional bonuses to your allies. If you are currently playing a song, you may boost the sound of your song as an action for a minute, granting an additional beneficial effect to yourself and all allies within 30 feet of you depending on the song currently playing:

  • Aria of the Lake: When you or an ally must make a Wisdom or Constitution saving throw, you and your allies gain advantage on the saving throw instead of adding a flat +1 bonus.
  • Storm Chant: Whenever you or an ally roll the maximum number on any of your damage dice, you may roll an additional die and add it to the damage dealt.
  • Hymn of the Wind: You and your allies' movement does not provoke opportunities while in range. You and your allies also gain advantage on Strength (Athletics) checks when shoving a creature.
  • Earthen Anthem: You and your allies ignore any resistances to piercing, bludgeoning and slashing damage on any creatures you target, while you can damage creatures with immunities to piercing, bludgeoning and slashing damage as if they were a resistance.

After using this feature, you can’t use it again until you finish a short or long rest.

Beat of the Shaman

At 10th level, your beat of the drum adds vitality to your allies, keeping them in battle for longer. As an action, you may beat your drum in a special rhythm. Allies within 30 feet of you that has 0 hit points is healed for an amount equal to half your Occultist level + your Wisdom modifier (for a minimum of 1 hit point).

After using this feature, you can’t use it again until you finish a short or long rest.

Aura of Balance

At 14th level, your ability to play the drum is improved. While the Worldly Heart feature is active, you also gain a resistance to a damage type depending on the song played:

  • Aria of the Lake: You gain resistance to piercing damage.
  • Storm Chant: You gain resistance to lightning and thunder damage.
  • Hymn of the Wind: You gain resistance to slashing damage.
  • Earthen Anthem: You gain resistance to bludgeoning damage.

Calling of the Dreams

A gift from the spirits of nature, you gain the powers of dream interpretation. You understand that the easiest way for one to communicate with the spirits is through dreams, gaining the ability to manipulate the border between being awake and asleep.

Sleeping Powder

After you hit a creature with a weapon or spell attack, you can force the creature to make a Constitution saving throw. On a failed save, the target falls unconscious for a minute or until the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. Creatures that do not sleep, like undead or some constructs, aren't affected by this spell.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Thought Interpretation

If you spend at least 1 minute observing or interacting with another creature outside of combat, you gain access to one of the creature's dreams. The contents of the dream is up to the DM, but it should contain information about one of the following capabilities:

  • A vulnerability (such as a troll's fire weakness)
  • One of its secrets, fears, or sources of shame.
  • One of its bonds, desires, or sources of pride.
  • Whether it knows a creature you think of.

The answer you seek might be shrouded in cryptic or riddled wording. If you target an unconscious creature with this feature, the answer you seek will always be clear to you. Once you use this feature on a creature, you can't do so on that creature for the next 7 days.

Dreamscape

At 3rd level, you can share your unconsciousness with other people. After meditating for 1 minute, you fall into a dream trance and allow others near you the same opportunity.

For the next 8 hours or until you choose to end it, you and any creature of your choice within 30 feet of you can use their action to enter a shared dreamscape, entering a meditative trance or falling asleep (target's choice). The appearance of the dreamscape is up to you; you and any creature of your choice can shape the environment of the dreamscape, creating landscapes, objects, and other images, such as showing past memories. The dreamscape relies on the creativity of its residents, and cannot create something that has not been seen or imagined by a creature within the dreamscape.

A creature within the dreamscape can leave at any time, waking from their trance or sleep. While inside the dreamscape, a creature's body is considered Unconscious, and if another creature awakens a participant, the participant will abruptly leave the dreamscape.

The dreamscape soothes the participants' souls with its catharsis. A creature that spends at least 4 hours within the dreamscape gains the benefits of a long rest and recovers an additional level of exhaustion.

Lucid Visions

At 6th level, your imaginative thoughts become as if they were real as the spirits reflect your unconsciousness and lash out at sleeping creatures.

As an action, you can jump into the mind of an unconscious creature within 5 feet of you. You disappear from the field as you enter the creature's mind.

At the start of your next turn or when the creature is no longer unconscious, you reappear at an unoccupied space within 5 feet of the creature. The creature must then make a Wisdom saving throw, taking psychic damage equal to your Occultist level and become frightened until the end of its next turn on a failed save and taking half damage and not becoming frightened on a successful save.

Eternalness

To keep the contact with your spirits, you are always partially asleep and partially awake, and even near death cannot break you from the trance. While you are petrified, stunned, paralyzed or unconscious, attack rolls have disadvantage against you.

In addition, you gain the ability to even manipulate other creature's sleep. When you finish a long rest, you can cast the spell dream without expending a spell slot or requiring material components.

Mist Breath

At 14th level, you can as an action consume two uses of your Sleeping Powder to send out a wave of dream-like mist that makes nearby creatures drowsy. Each creature in a 15-foot-radius cone radiating from you must succeed on a Wisdom saving throw or fall unconscious for a minute or until the sleeper takes damage or someone uses an action to shake or slap the sleeper awake.

Calling of the Coven

You have moved to a coven, living with likeminded people in search of spiritual power. Your connections with the spirits in those parts of nature grants you powerful magic.

Bewitched Weapon

At 1st level, you gain the ability to use your melee weapon to channel natural energies and send out a magical shot from your weapon. You gain a new attack option that you can use with the Attack action when you are wielding a melee weapon. This special attack is a ranged spell attack with a range of 30 feet, using your Wisdom modifier for the attack and damage rolls. Its damage is the same as the weapon you're wielding, and its damage die is a d6. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. The special attack is counted as a melee weapon attack for the Infused Weapon and Improved Infused Weapon features.

Jinx

At 1st level, you gain the ability to place a jinx on someone. As a bonus action, choose one creature you can see within 30 feet of you. You curse the target for the next minute. Until the curse ends, you gain the following benefits:

  • You gain a bonus to attack rolls against the cursed target. The bonus equals your proficiency bonus.
  • While cursed, the target has disadvantage on saving throws against your spells and abilities.

After using this feature, you can’t use it again until you finish a short or a long rest.

Occult Codex

Beginning from 3rd level, you gain additional tome spells at the Occultist levels noted in the table below. Once you gain a tome spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the Occultist spell list, the spell is nonetheless a Occultist spell for you.

Occult Codex Spells
Spell Level Spells
1st find familiar, burning hands
2nd enthrall, earthbind
3rd fireball, dispel magic
4th vitriolic sphere, confusion
5th teleportation circle, dance macabre

Enchanting Grace

Beginning at 6th level, your power to entrance people has improved drastically, becoming almost flawless. When you interact with a humanoid for at least 1 minute, you have advantage on any subsequent skill checks to lie, confuse or otherwise mislead the target for your own benefit.

You also become immune to other creature's attempts to do the same to you. You have immunity to the charmed and frightened conditions.

Poppet Master

At 10th level, you gain the ability to create a poppet that is bound to a nearby enemy. As an action, you can target a humanoid creature you can see within 60 feet. You curse that target, creating a doll within 5 feet of you that resembles this creature that lasts for 1 minute or until that creature dies. The poppet doll uses the target's statistics. Whenever the doll is attacked, the creature that the doll resembles takes half damage from attacks that hit the doll and is subject to all effects that effect the doll.

After using this feature twice, you can’t use it again until you finish a long rest.

Witch’s Brew

Beginning at 14th level, whenever you use the Jinx feature, you can choose two creatures you can see within 30 feet of you to be cursed instead. You cannot target both a creature and a doll that resembles the same creature.

In addition, when you roll a 20 on an attack roll, the target must make a Constitution saving throw. On a failed save, they are inflicted with curse as described in the Jinx feature.

Calling of the Stars

A gift from the stars above, you gain power from the night sky. Spirits in the stars grants you the ability to summon a constellation in your image that you can manipulate to your liking.

Star Constellation

At 1st level, you gain the ability to use the magic of the night sky to conjure a spectral presence resembling a constellation. As a bonus action, you can create a spectral presence resembling a humanoid constellation, hovering in an unoccupied space of your choice within 30 feet of you. This presence is the same size class as you, it is intangible and invulnerable, and it sheds dim light in a 10-foot radius.

As a bonus action, you can cause the spectral presence to hover up to 30 feet to an unoccupied space that you can see. It can pass through creatures but not objects. The constellation stops manifesting if it is ever more than 60 feet away from you or if you dismiss it as a bonus action.

As an action, you can intensify the brightness of the constellation's light, making it shed bright light in a 20-foot radius and dim light for an additional 20 feet. On your subsequent turns, you can dim the light back to normal (no action required). You cannot both dim and intensify the light in the same turn.

When you cast a Occultist spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own.

Eclipsed Mind

Also at 1st level, you can channel your energy through your spectral constellation. Your constellation now wields a stellar version of the weapon as you are wielding, and you gain a new attack option that you can use with the Attack action. When you use this special attack, you make the constellation attack a creature within range of its weapon, using your relevant ability modifier for attack and damage rolls. The damage type of the constellation’s weapon is psychic damage instead of its original damage type. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Spatial Diary

Beginning from 3rd level, you gain additional tome spells at the Occultist levels noted in the table below. Once you gain a tome spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the Occultist spell list, the spell is nonetheless a Occultist spell for you.

Spatial Diary Spells
Spell Level Spells
1st guiding bolt, detect magic
2nd moonbeam, blur
3rd melf’s minute meteors, clairvoyance
4th greater invisibility, arcane eye
5th scrying, dawn

Syzygy

Starting at 6th level, when you use your action to cast a spell, you can take the Attack action as a bonus action.

In addition, you gain advantage on Wisdom (Survival) checks when you can see the night sky above you.

Stella Nova

Beginning at 10th level, when you use your action to intensify the light of the constellation, you can cause the constellation to momentarily erupt with light. Creatures within 20 feet of the constellation must make a Constitution saving throw against your spell DC. On a failed save, a creature is knocked prone and is blinded until the end of your next turn.

After using this feature, you can’t use it again until you finish a short or a long rest.

Manifest Constellation

Beginning at 14th level, your mastery of stellar powers become unparalleled. You can consume one of your Occultist spell slots to cast the spell polymorph, targeting your constellation and transforming it into a constellation resembling the chosen creature. As it is only a constellation, other creatures cannot be fooled into thinking that the constellation is the creature it resembles.

In addition to polymorphing your constellation into a beast, you can also choose to polymorph your constellation into a celestial of your choice with a CR equal to or lower than 10. Your constellation does not gain the Change Shape action if the chosen creature has it, however.

While transformed, it takes its turn immediately after yours, and you cannot cast a spell through the constellation or make a special attack through it while transformed.

Calling of the Sigil

You see that the best way to communicate with the spirits of nature is to speak their language. You align yourself with the natural elements by way of elaborate rituals and complicated scripture.

Circle of Aspects

By focusing for 1 minute, you infuse yourself with an element. Choose one element from the ones below, which grants access to two cantrips according to the element chosen. The cantrips use Wisdom as their spellcasting modifier when applicable.

  • Fire: You gain the cantrips control flames and
    create bonfire.
  • Water: You gain the cantrips shape water and soak SH.
  • Earth: You gain the cantrips mold earth and shake SH.
  • Wood: You gain the cantrips plant matter SH and
    thorn whip.
  • Metal: You gain the cantrips mending and hone SH.

You can use this feature again to switch elements. After using this feature, you cannot use this feature to switch elements until after you have taken a long rest.

Ancient Ward

At 1st level, when you use an action to draw power from your Natural Barrier pool to gain temporary hit points, you can instead of gaining them yourself grant the temporary hit points to a creature you touch. While a creature, including you, has temporary hit points from the Natural Barrier feature, any bludgeoning, slashing and piercing damage the creature takes from non-magical weapons is reduced by 1.

When you gain the Improved Natural Barrier feature, you can also grant its effects to an ally you touch instead of yourself when you use the feature.

Rune Tablet

Beginning from 3rd level, you gain additional tome spells at the Occultist levels noted in the table below. Once you gain a tome spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the Occultist spell list, the spell is nonetheless a Occultist spell for you.

Rune Tablet Spells
Spell Level Spells
1st comprehend languages, illusory script
2nd skywrite, enlarge/reduce
3rd slow, glyph of warding
4th dimension door, elemental bane
5th legend lore, skill empowerment

Sealed Magic

Beginning at 6th level, when you use a spell slot of 1st level or higher to cast a spell that deals acid, cold, fire, lightning or thunder damage, you gain a sealed token. You can only hold one sealed token at any one time. You can spend a token to cast a spell as a ritual. The spell chosen must be on your spell list and must be able to be cast as a ritual but do not need to be prepared to be cast.

Rune Pillars

After focusing for 10 minutes, you cause four pillars of stone to burst from places on the ground that you can see, creating a 15 by 15-foot square centered around you with a pillar at each corner of the square. While inside the square and at least 2 pillars are remaining, you can cast spells as a ritual without increasing the casting time; the casting time of the ritual is equal to the casting time when casting the spell using a spell slot.

Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you cannot target ground under a creature. Each pillar has AC 10 and 20 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 5-foot radius. The rubble lasts until cleared. The pillars last for 1 hour, until they’re destroyed or you have cast a total of 6 ritual spells inside the square.

Elemental Alignment

Upon gaining 14th level, choose one of the following elements to align to: Fire, Water, Air or Earth. During a long rest, you can then create a sigil of that element using 1 hour of your time, which can be part of the long rest. You can as an action activate the sigil and cast a spell according to the aligned element without expending a spell slot and without requiring concentration:

  • Earth: You cast investiture of stone.
  • Water: You cast investiture of ice.
  • Fire: You cast investiture of flame.
  • Air: You cast investiture of wind.

When the spell ends, you gain a level of exhaustion.

To change your aligned element to one of the other three, you can spend a week and 100 gp worth of materials making rituals to realign yourself to the element of choice.

Calling of the Offering

Seeing the power of life, the spirits lend you the power to manipulate life force. You gain the ability to grant you and your allies powerful effects, but the powers come with drawbacks.

Blood Letting

When you roll for damage, you can roll two of your Offering dice. You then add one of your offering dice to the damage dealt, and you reduce your current hit points by an amount equal to the other die.

At 1th level, the Offering die is a d6. The Offering die changes to a d8 at 6th level, a d10 at 10th level and a d12 at 14th level.

Sacrificial Lamb

When you reduce a creature to 0 hit points, you gain a Lamb token. You also gain a Lamb token when you are reduced to 0 hit points. You can only hold a single Lamb token at any one time.

When you roll Offering dice, you may use a Lamb token to replace one of the rolls with a 1.

Scroll of Sacrifice

Beginning from 3rd level, you gain additional tome spells at the Occultist levels noted in the table below. Once you gain a tome spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the Occultist spell list, the spell is nonetheless a Occultist spell for you.

Scroll of Sacrifice Spells
Spell Level Spells
1st healing word, inflict wounds
2nd gentle repose, shadow blade
3rd leonard's tiny hut, hunger of hadar
4th shadow of moil, death ward
5th destructive wave, enervation

Self-Offering

When you cast an Occultist spell of 1st level or higher, you can choose to restore health to a creature of your choice within 30 feet of you by sacrificing your own. Roll two Offering dice, and choose one of them. The target regains hit points equal to the chosen die, and you reduce your current hit points by an amount equal to the other die.

Wounding Barrier

At 10th level, you can as a bonus action surround yourself in a blood-red barrier for the next minute. Your Armor Class is reduced by 2, but whenever you are hit by a melee attack, the attacker takes necrotic damage equal to your Occultist level.

You can remove the oil from yourself as a bonus action. After using this feature, you cannot use it again until you finish a short or a long rest.

Libation

By making a ritual for 10 minutes, you anoint a creature you touch with a sacred ointment and restore an expended spell slot up to the level of your Occultist spell slots to that creature. The target must not currently suffer from the poisoned condition and cannot be immune to the poisoned condition. The target is then poisoned for 8 hours unless you consume a Lamb token in the process. This poison cannot be removed by any means.

After using this feature, you cannot use it again until you finish a long rest.

Calling of the Pattern

Although subtle, the spirits of nature can interact with the world through creation of patterns, either in foilage, bird formations or in many other ways. You have learned to decipher the patterns to gain knowledge in your daily happenings.

Abacomancy

Starting at 1st level, you gain the ability to insight into a question or situation using small particles that you source from your surroundings. As a bonus action, you gain an effect which depends on your location and lasts for a minute:

Environment Effect
Arctic You gain a resistance to cold damage.
Coastal You gain a resistance to lightning damage.
Desert You gain a resistance to fire damage.
Forest You can take the Dodge action as a bonus action.
Grassland Your speed is increased by 15 feet. Your speed cannot be reduced below 30 feet.
Hill You gain advantage on any Strength and Dexterity checks.
Mountain You gain advantage on saving throws against being forcibly moved.
Swamp You gain advantage on saving throws against poison and disease.
Underdark You gain advantage on saving throws against being charmed and frightened.
Underwater You ignore any disadvantage imposed on you when making weapon attacks.
Urban You gain proficiency in a skill of your choice that you are not currently proficient in.
Other (Planar, etc.) At the end of each of your turns, you deal 1d6 force damage to a creature within reach.

After using this feature twice, you can’t use it again until you finish a short or a long rest.

Formation Shaper

Starting at 1st level, you gain the ability to channel the energies of the surrounding nature by creating shapes by the formation of animals like birds, rats and fish. You gain the following abilities:

  • When you and other creatures roll initiative, you can replace a non-hostile creature's roll with your roll.
  • You can use your reaction when a creature within 30 feet of you has to make a Wisdom saving throw to either impose advantage or disadvantage on the roll. After using this feature, you can’t use it again until you activate your Abacomancy feature.

Pattern Book

Beginning from 3rd level, you gain additional tome spells at the Occultist levels noted in the table below. Once you gain a tome spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the Occultist spell list, the spell is nonetheless a Occultist spell for you.

Pattern Book Spells
Spell Level Spells
1st bless, identify
2nd augury, find traps
3rd haste, nondetection
4th freedom of movement, divination
5th animate objects, commune

Whispers of the Hidden

Divination spells you cast, such as Augury, only begin to potentially return random or no results when cast a third time before taking a long rest, instead of starting on the second casting. If a divination spell would normally require you to contact a creature or entity, you will instead contact the spirits of nature in unison. the answers will appears as patterns in your surroundings, drawn by the spirits of nature.

Interpretation Acuity

Starting at 10th level, you gain proficiency in the Wisdom (Insight) skill. If you already have proficiency in that skill, you gain proficiency in a skill of your choice.

In addition, you can cast a single spell of your choice without consuming a spell slot. The spell cast must be one of your tome spells, but does not need to be prepared. When cast this way, you cast the spell at its lowest level.

After using this feature, you can’t use it again until you finish a long rest.

Determined Patterns

At 14th level, you are well-versed in reading the subtleties of nature around you and can invoke its powers everywhere you walk. You can now use the Interpretation Acuity feature twice between long rests.

In addition, when you use the Abacomancy feature, you can consume two uses of the feature to choose which effect to gain regardless of your location and extend the duration to 10 minutes.

Occultist Spells

As a Occultist, when you prepare your spell list you can choose form the following list of spells:

1st Level
  • Cause Fear
  • Create or Destroy Water
  • Cure Wounds
  • Chromatic Orb
  • Detect Poison & Disease (R)
  • Dissonant Whispers
  • Entangle
  • Earth Tremor
  • Faerie Fire
  • Incense Sticks (R) SH
  • Purify Food and Drink (R)
  • Ray of Sickness
  • Screech SH
  • Sleep
  • Soul Shot SH
  • Speak with Animals (R)
  • Thunderwave
  • Witch Bolt
2nd Level
  • Animal Messenger (R)
  • Barkskin
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Dust Devil
  • Gust of Wind
  • Lesser Restoration
  • Locate Animals & Plants (R)
  • Mind Spike
  • Misty Step
  • Melf's Acid Arrow
  • Overgrowth (R) SH
  • Protection from Poison
  • Ray of Enfeeblement
  • Roman Candle (R) SH
  • See Invisibility
  • Silence (R)
  • Suggestion
  • Spike Growth


3rd Level
  • Bestow Curse
  • Call Lightning
  • Decompose (R) SH
  • Erupting Earth
  • Fear
  • Forest Warden SH
  • Gaseous Form
  • Hypnotic Pattern
  • Life Transference
  • Magic Circle
  • Plant Growth
  • Sleet Storm
  • Spirit Beasts SH
  • Spirit Tracker (R) SH
  • Stinking Cloud
  • Vampiric Touch
  • Wall of Water
  • Water Breathing (R)
  • Water Walk (R)
  • Wind Wall
4th Level
  • Blight
  • Banishment
  • Borrowed Life SH
  • Call of Ancestors (R) SH
  • Control Water
  • Grasping Vine
  • Guarding Sigil (R) SH
  • Hallucinatory Terrain
  • Ice Storm
  • Natural Gift (R) SH
  • Polymorph
  • Storm Sphere
5th Level
  • Blossom Barrier (R) SH
  • Cloudkill
  • Commune With Nature (R)
  • Contagion
  • Hallow
  • Transmute Rock
  • Tree Stride
  • Wrath of Nature

(R) The Spell can be cast as a Ritual
SH Spells can be found under Occultist-specific Spells

Multiclassing

The prerequisites for multiclassing into a Soul Binder is a Wisdom score of 13. When you multiclass into a Soul Binder, you gain proiciency in light and medium armor along with simple weapons.

If you have the Spirit Magic class feature from the Occultist class and at least one of the following: the Spellcasting class feature or the Pact Magic feature, you can use the spell slots you gain from the Spirit Magic feature to cast spells you know or have prepared from classes with the Spellcasting or/and the Pact Magic class feature, and you can use the spell slots you gain from those class features to cast Occultist spells you know.

Occultist-specific Spells

The connection you share with the secret classes allows you to cast spells unknown to other spellcasters, your bond allows to manipulate the weave of nature and create spells that harness the powers of spirits.

Soak

Conjuration cantrip


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a small bubble of water, which you hurl a bubble of water at nearby targets, soaking them.

Choose one creature within range or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 bludgeoning damage and have disadvantage on ability checks until the start of your next turn.

This spell's damage increases by 1d4 when you reach 5th Level (2d4), 11th level (3d4) and 17th level (4d4).

Shake

Evocation cantrip


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You induce a localized earthquake at a spot nearby, catching the enemies off-balance.

As an action, you target a point on the ground within range. You make the ground in a 5-foot radius of that point shake vigorously, making nearby creatures lose their balance. Creatures standing in that area must make a Constitution saving throw. On a failed save, the creature falls prone.

Plant Matter

Transmutation cantrip


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Varies

You create or modify a minor plant object. You create one of the following magical Effects within range:

  • You create a wooden plank up to the size of a human hand. It lasts for 1 hour and gradually rots away afterwards.
  • You create a single flower of your choice. It lasts for 1 hour and gradually rots away afterwards.
  • You touch a branch or a stick and elongate it into a wooden rod with a length of 10 feet. The rod is too thin to be effectively used as a staff. It lasts for 1 hour and gradually rots away afterwards.
  • You touch a leaf and transform it into an origami figure of your choice.
  • You touch a thick branch and transform it into a woodwind instrument of your choice for 1 minute.
  • You touch a leaf or a vine and transform it into up to 30 feet of hempen rope. It lasts for 1 hour and gradually rots away afterwards.

Hone

Transmutation cantrip


  • Casting time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: Instantaneous

You magically improve your weapon with intense energies that expels itself at your next attack.

As part of the action used to cast this spell, you make a melee weapon attack against one creature. On a hit, the target suffers the attack’s normal effects and gets colored with a silver light until the start of your next turn.

If a creature deals damage to the target while the target is colored with the silver light, it takes additional slashing damage equal to your spellcasting ability modifier.

At 5th level, the melee attack deals an extra 1d6 slashing damage to the target, and the slashing damage dealt by the silver light increases to 1d4 + your spellcasting ability modifier. The damage rolls increase by 1d6 and 1d4 respectively at 11th level and 17th level.

Incense Sticks

1st-level Abjuration (Ritual)


  • Casting time: 1 minute
  • Range: Self (30 ft radius sphere)
  • Components: V, S, M (Incense worth 10 gp, which is consumed)
  • Duration: 1 hour

You make an altar of burning incense to the spirits, calling for strength.

After casting, all allies within 30 feet of you on casting is blessed by the spirits for the next hour. A blessed creature can replace any ability modifiers that are negative with 0.

Screech

1st-level Enchantment


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You call upon the spirits to emit a shrill, piercing shriek, startling a target within range.

The target must make a Wisdom Saving throw. On a failed save, creatures within attacking range of the target may use their reaction to make an attack of opportunity against the target.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can cast this spell using a bonus action.

Soul Shot

1st-level Evocation


  • Casting time: 1 reaction (which you take when an ally hits a creature within range)
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

After an ally attacks a creature, you are ready to follow through with a spirit-infused shot that the target will feel in their very Soul.

When an ally hits a creature within range, you can cast Soul Shot as a reaction and deal 2d6 force damage to that creature.

At higher levels When cast at higher levels the damage increase by 1d6 for each level above the first.

Overgrowth

2nd-level Transmutation (Ritual)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A vine and a wooden branch)
  • Duration: Concentration, up to 10 minutes

After casting the spell, you turn an 5 ft. wide and 20 feet long rectangle of ground within range into overgrown rainforest jungle.

The overgrown area is considered difficult terrain. When you are inside the area, you are considered heavily obscured for creatures outside the overgrowth, but you do not suffer from the effects of being heavily obscured when targeting a creature outside the overgrowth while inside the overgrowth.

At higher levels: When cast at 3rd level or higher, you increase the area transformed. At 3rd level, you transform a 10 by 20 feet area. At 4th level, you transform a 10 by 30 feet area. At 5th level, you transform a 10 by 40 feet area.

Spirit Tracker

3rd-level Abjuration (Ritual)


  • Casting time: 1 minute
  • Range: 300 feet
  • Components: V, S, M (an orb worth 100 gp)
  • Duration: Instantaneous

You call upon the spirits to help you see, sending a wave of spirits out from you that track enemies within range. You may choose if they move outwards in a sphere or a circle. The spirits pass through any physical or magical barriers along with creatures if possible.

All creatures within that distance of you that the spirit wave through takes 1 necrotic damage. You then gain information on how many creatures that took at least one damage by your spell (when you hit more than 20 creatures, you only gain information on the approximate number of creatures hit) and the general direction of creatures’ whereabouts.

At higher levels: When cast at 4th level or higher, you can increase the area tracked to 900 feet instead of 300 feet. When cast at 5th level, you can increase the area tracked to half a mile. When cast at higher levels than 5th level, the area tracked is increased by half a mile for each level above 5th.

Roman Candle

2nd-level Evocation (Ritual)


  • Casting time: 1 action
  • Range: 300 feet
  • Components: V, S, M (A piece of charcoal)
  • Duration: Instantaneous

You conjure a sphere of fire and throw it on a target within range.

Make a spell attack against the target. On a hit, you deal 3d8 fire damage. If the target is an object or a structure, you deal double damage.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each spell level above the 2nd.

Decompose

3rd-level Transmutation (Ritual)


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S, M (a live maggot or dermestid beetle)
  • Duration: Instantaneous

You cause organic material you choose within range to instantly decompose into composted humus, producing only the odor of petrichor and ozone. You can affect up to 150 lbs. of material. Living matter, magical items composed of organic materials, and bodies under the effect of a necromancy spell are not affected by decompose.

Decomposed creatures can still be brought back to life by means of the reincarnate, resurrection, or wish spell.

Forest Warden

3rd-level Transmutation


  • Casting time: 1 action
  • Range: Self
  • Components: V, M (a piece of bark and herbs)
  • Duration: Concentration, up to 10 minutes.

A spirit travels inside your body and transform into a mighty treant.

You gain 25 temporary hit points, and while transformed, your AC is increased by 2. While you are a treant, on your turn, if you has not moved yet that turn, you can forfeit your movement speed to do one of the following effects:

  • You deal 2d6 bonus bludgeoning damage when making a weapon attack until the end of your turn.
  • As a bonus action, You heal an ally within 30 feet of you for 1d4 + your spellcasting modifier.
  • You have advantage on Constitution and Wisdom saving throws until the start of your next turn.

At higher levels When cast at higher levels, the AC increase is raised by 1 for each three levels above 3rd level. In addition, the temporary hit points gained is increased by 5 for each level above the 3rd level.

Spirit Beasts

3rd-level Conjuration


  • Casting time: 1 action
  • Range: 5 feet
  • Components: V, S, M (A wolf's fang)
  • Duration: Concentration, up to 10 minutes.

You call for the spirits which arrive as two beasts.

You summon 2 Medium or smaller beasts, each of CR 2 or under. Each beast is summoned at an unoccupied space within range. They stay by your side, moving along the same movement trajectory as you, repositioning within 5 feet of you when needed and do not have their own initiative slot. Instead you can on your turn reposition the beasts within range of you and make them each attack a creature within range, using a bonus action to do so. Each beast can attack a separate creature.

At higher levels When cast at higher levels, the maximum CR of the beasts summoned is increased to 3 when using a 5th or 6th level spell slot and 4 when using a 7th level spell slot or higher.

Call of Ancestors

4th-level Divination (Ritual)


  • Casting time: 1 action
  • Range: Self
  • Components: V, S, M (Incense and charcoal together worth at least 25 gp, which the spell consumes)
  • Duration: Instantaneous

Your magic and an offering put you in contact with spirits.

The GM tells you a piece of advice concerning a specific goal, event, or activity in the near future. The reply might be a short phrase, a cryptic rhyme, or an omen. You may ask a question to the spirits, but the GM does not have to answer the question. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast this spell two or more times before finishing your next Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer from the spiritual ancestors.

Natural Gift

4th-level Enchantment (Ritual)


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S, M (a flower bouquet and a gem worth 10 gp)
  • Duration: 8 hours

You call upon powers of the spirits of nature to grant their strength to you and an ally.

You grant yourself and a target you touch access to a cantrip of your choice from the cleric or druid spell list for the duration of the spell or until you cast this spell again. When they use the cantrip, they use Wisdom as their spellcasting modifier.

At higher levels: When cast at 5th level or higher, the duration of the spell is increased to 7 days.

Borrowed Life

4rd-level Necromancy


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You use spiritual energies to vitalize a creature you touch.

The creature regains a number of Hit Points equal to 7d8 + your spellcasting ability modifier. Every 10 minutes, that creature then loses 1 hit point until the creature has lost hit points equal to half the amount healed, rounded down.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the Healing increases by 2d8 each slot level above 4th.

Guarding Sigil

4th-level Abjuration (Ritual)


  • Casting time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth 50 gp, which is consumed)
  • Duration: Until Dispelled

You call upon the spirits to guard you, sending a wave of spirits into a stone brick or wall you touch, encarving a sigil that is visible only to you. The sigil then guards a 60 feet-radius sphere centered on the sigil.

When a creature walks into a space guarded by the sigil for the first time, and there is no obstructions between the sigil and the creature, it shoots a small magical fire against the target, which then must make a Dexterity saving throw. On a failed save, the target is is outlined in red light and shed dim light in a 10-foot radius for 1 minute. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. The sigil is then revealed to the target and all creatures that can see both the target and the sigil. On a successful save, the sigil is not revealed.

Blossom Barrier

5th-level Abjuration (Ritual)


  • Casting time: 10 minutes
  • Range: Self (30-foot-radius sphere)
  • Components: V, M (a glass orb worth 100 gp, which is consumed)
  • Duration: 1 hour

You create a 30-foot radius sphere that moves with you for the duration, inside of which blossoms of your choice magically appear and hover.

The dome has the following effects:

  • Creatures inside the area can breathe whatever fluid is in the dome at any one time.
  • Any air or water that enters the dome is magically clear of any harmful effects such as poison, gas or magical fog.
  • A creature cannot become poisoned or diseased while inside the dome. If the creature is already poisoned or inflicted with disease, they ignore any effects caused by the poison or disease until they leave the dome.

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Credit:

Creator:

This Class was made by /u/SacredWind

Artists:

  • Shaman by Roman Bashkatov https://www.artstation.com/artwork/wKZbO

  • Shaman of the Forgotten Ways by Tyler Jacobson http://www.artofmtg.com/art/shaman-of-forgotten-ways/

  • Forest by JJcanvas: https://www.deviantart.com/jjcanvas

Changelog

1.0

  • First Release

1.1

  • Fixed various layout and spelling errors.
  • Slight change in overall class flavor.
  • Replaced Hex with Chromatic Orb on spell list.
  • Calling of the Totem: Reworked Summon Totem, Totemic Strength and Energy Surge subclass features.
  • Calling of the Future: Changed the wording on Crystal Reading.
  • Calling of the Rhythm: Changed the name of Gaia Heart to Worldly Heart.
  • Calling of the Dreams: Changed the wording on Thought Interpretation and Time Stasis.
  • Calling of the Coven: Flavor text edited to remove references to swamps and wastelands in particular. Duration of Jinx is changed to one minute. Changed wording and name of Poppet Master.
  • Calling of the Patterns: Flavor text changed.

1.2

  • Reworked the custom spells Natural Gift, Spirit Tracker, and Guarding Sigil.
  • Replaced the custom spell Circle of Life with Blossom Barrier.
  • Added base class feature Improved Natural Barrier at 7th level.

1.3

  • Fixed various layout and spelling errors.
  • Replaced Charm Person with Thunderwave, Thunder Step with Wind Wall and Hold Person with See Invisibility on spell list.
  • Buffed Imbued Weapon and Passive Imbuing dice to d8 from d6.
  • Nerfed the damage die of Soul Shot to d6 from d8.
  • Calling of the Coven: Reworded Bewitching Weapon and changed the damage type of the feature to the damage type of your weapon.
  • Calling of the Sigil: Reworked Elemental Alignment by changing the spells given by the feature and making the spell not require concentration.
  • Calling of the Offering: Reworked and changed order of the Blood Letting, Sacrificial Lamb, Wounding Barrier, and Libation subclass features.

1.4

  • Changed the functionality of the Soak spell.
  • Calling of the Dreams: Changed and reworked Time Stasis feature to Lucid Visions, reworked Eternalness and Mist Breath feature.
  • Calling of the Sigil: Reworked the Ancient Ward feature.

Design Notes

Class overall

The class was made to fill the flavor space of a shaman or a person who dabbles with spirits. Right now the Druid and the Warlock is close, but i feel their flavor doesn't completely fit what I want in a shaman. Mechanically, the Occultist is to a Warlock what a Paladin is to a Cleric, even if the flavor and primary ability of the Occultist fits closer to a Druid. It fits a more caster-type half-caster, at least compared to Rangers and Paladins, which is more of spell-supported martial classes, where focus is on Hunter's Mark and Divine Smite, respectively.

The playstyle of the Occultist should remind you of the Shaman of WoW, since Enhancement Shamans and their flavor has inspired a lot of this class playstyle-wise, with its gish-ness.

Features

  • Natural Barrier is a selfish variant of Lay on Hands. Since subclasses are at 1st level and grants a lot of power, Natural Barrier has a smaller hit point pool and scales less than Lay on Hands. Essentially a temporary hit point pool. Grants a lot of survivability, but costs a lot action economy-wise.
  • Spirit Magic is half-caster version of Pact Magic. Also includes prepared casting (like Druid) along with ritual casting.
  • Imbued Weapon is built to function similarly to Divine Smite for Paladin with a hint of Ranger's hunter's mark spell, but since the amount of spell slots is limited due to the Spirit Magic (Pact Magic analogue) feature, the use of Imbued weapon is free, but refreshed by usage of spell slots. In that way, playing Occultists will be different than Paladins (and Rangers for that matter), because you have to interchange between weapon attacks and spells to optimize damage. Scales at 3rd level (2 spell slots per short rest), 5th level (Extra Attack) and 18th level (Increase in dice).
  • Since a shaman is normally associated with rituals, a lot of feature are related to ritual spells and ritual casting. The occultist spell list is filled with ritual spells, and the Mystical Preparation and Heart Conduit is built specifically for use of ritual casting. Even the additional spell lists of some subclasses contain at least one ritual spell in the list (and often more than one).
  • Subclass features fills 5 different levels (1st, 3rd, 6th, 10th, 14th). Choice of subclass changes the playstyle and gameplay of the Occultist completely - the base class is made to just be a chassis for the subclasses, both in flavor and mechanics.

Spells

Spell list is similar to a Druid's, but with a few Warlock-esque spells added in. Large focus on spells that can be cast as a ritual (even in the additional spell lists)

New Spells

Design notes WIP

Subclasses

General subclass chassis for Occultist subclasses is as follows:

  • Subclass feature level 1a: Main Action Improvement (Weapon Attack and/or Defensive Boost)

  • Subclass feature level 1b: Defining Subclass Feature

  • Subclass feature level 3: Flavor Ability or Additional Spell List

  • Subclass feature level 6: Additional Ability or Flavor Ability

  • Subclass feature level 10: Additional Ability or Improved Subclass Feature

  • Subclass feature level 14: Improved Subclass Feature

Subclasses are split into two groups: Martial-type and Caster-type subclasses. Caster-style subclasses are characterized by gaining an expanded spell list at 3rd level, while Martial-style do not.

Totemist

The Brute of the team. Expected to use two-handed weapons. High martial power, especially against single targets. Uses totems to gain bonuses and soft area control. Power level is limited by the totem's speed and its health pool.

Spiritualist

The offensive fighter. Expected to use two weapon fighting. Has a Hexblade-style feature at 1st level, which may be unbalanced by multiclassing, but Wisdom on weapon attacks is not as powerful on Ranger and Clerics as on Paladin (mostly because Ranger is a bit weaker as a half-caster). Has a lot of engaging and disengaging power by becoming incorporeal. Most of power level should be in the Hexblade-like feature and in Phantom Massacre (and its upgrade Umbral Echo).

Oracle

The foreseeing support. Expected to use reactions every turn. Improves use of reactions and the Ready action in particular. Built around planning ahead and mitigating the enemies' actions. Limited by only one (real) reaction each turn.

Shaman

The buffing support. Expected to use sword and board (1h weapon + shield). Has team auras that can be amplified. Weakness is abilities that punish grouping together, since features require grouping of party to function optimally.

Oneiromancer

The black sheep of the martial-type. A lot of combat power is placed in Sleeping Powder and the amount of uses one has of the feature, which is Stunning Strike-esque. That feature is supported by Lucid Visions, which deals damage to sleeping creatures. A lot of the other features are more ribbon-like, and power level of those is likely to depend on DM and the kind of campaign.

Witch

The standard caster. Gains the ranged spell attack of Sun Soul Monk and a Hexblade-like curse feature. Most feature are Witch-like in flavor. Spell list has very standard witch flavor, with a lot of fire damage spells and enchantment spells along with Find familiar.

Astrologican

The "pet" caster. Gains a Echo Knight Fighter or (UA) Archivist Artificer "clone" that is an extension from you, both spell-wise and weapon attack-wise. Features power up your clone. Spell list is a mix of detection spells and recurring damage spells.

Erilaz

The flexible caster. Gain cantrips and can switch between them on the spot once a long rest. Most of features are ritual spell-esque with long casting or preparation times. Has a lot of ritual spell support. Can use ritual spells frequently and offensively using Rune Pillars. Spell list is a lot of spells related to writing and rune carving along with various buffs and debuffs.

Sacrificator

The risky caster. Flavor is based on sacrificing for power. All features have both upsides and downsides, but upsides generally more than outweighs downsides (sometimes downsides even synergizes with upside, as in Wounding Barrier). Can restore spell slots to others at a cost. Spell list is mix of offensive and healing abilities.

Augur

The unique caster. Terrain-focused, can gain effects based on terrain. Support for Divination ritual spells (power level depends on DM and their willingness to tell you stuff). Can cast the most spells due to Interpretation Acuity. Spell List is mostly supportive spells and ritual spells. Likely the weakest subclass right now, but has a lot of hidden power in its features.

 

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