Occultist
Rising from his hiding place behind the chimney, a well-dressed hobgoblin draws from his cloak a severed hand laced with scars and arcane sigils. He utters a quick curse that halts the vampire on the roof in its tracks. His longsword glints in the moonlight as it points at the undead creature. "And where do you think you're going?"
A young human woman dressed for a night on the town lifts a shimmering gem. Gently waving it from side to side, she whispers to the guard, "At sunset, you will remember that you are expecting official guests. The gate must not be locked." The inception complete, she leaves the guard blinking in the sunlight. He will remember nothing of this until her infiltration team arrives and it is too late.
A mystic raises a crystal lens to her eye inspecting beautiful gem held by a grotesque statue. She holds up a hand to halt her colleagues. "As I suspected. The amulet has a curse on it, a powerful one."
The half-orc guard passes the closed door, noting its locked latch. She makes a mark on her inspection sheet and moves on. A moment later the illusion drops, revealing a grinning goblin boy with an armful of valuables. "That was too easy." Then the alarm bells begin to sound across the compound. The boy sighs, "Back to work." He drops the jewelry, which vanishes into an old top hat that he places on his head. In a moment, his form has shifted to match the guard that just passed. He stops to admire his reflection in an ornate mirror. "She really is a looker. Maybe I should come back tomorrow and get her name."
A tall elven exorcist draws an ornate reliquary from her satchel. The possessed man screams an infernal curse, scrambling at her with murder in his eyes. The exorcist's body shudders as she draws vitality from her own soul to cast a spell beyond her limits. Brilliant light erupts from the divine treasure. A ghost tears itself from the body, only to be sundered moments later by her magical blade. "Return in peace," she whispers. Then she nudges her trembling goliath barbarian colleague. "You can look now."
Investigations into the forbidden, the supernatural, and things that ought not to be, and nonetheless are—these mysteries are the purview of the occultist: the strange, the vile, the dark, the unnatural. Where others dare not delve, the occultist draws back the curtain of ignorance with experimentation that inevitably leads to obsession.
Occulist Quick Build
Choose your highest attribute to be Intelligence. Choose your next highest attributes as Constitution and then Dexterity. Choose the sage or hermit background. Choose one defensive and one offensive Occult Influence. To multiclass with Occultist you must have an occult ability score of at least 13.
Hit Points
Hit Dice: 1d8 per occultist level
Hit Points at 1st level: 8 + your Constitution modifier
Hit points at higher levels: 1d8 (or 6) + your Constitution modifier per level after 1st
Proficiencies
Occultists have the following proficiencies at 1st level.
Armor: Light armor, medium armor
Weapons: Simple weapons and martial weapons without the heavy or special properties
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Perception, Religion (if Occultist is your first class)
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background.
- light crossbow and 20 bolts
- simple weapon or martial weapon you are proficient with
- studded leather armor, chain shirt, or scale mail
- a cloak, overcoat, or robe
- a scholar's kit
Class Features
As an occultist you gain the following class features.
Occult Ability.
1st level occultist feature
Choose Intelligence, Wisdom, or Charimsa as your occult ability. This is your spellcasting ability for occultist features.
Guided by supernatural and otherworldly instincts, you can also use your occult ability modifier for attack rolls and damage when you attack with a natural weapon, unarmed strike, or a weapon that this class grants proficiency in.
Occult Influence
1st level occultist feature
While studying supernatural phenomena, you have become accustomed to the influence of spirits and fate, which grants you unnatural awareness and influence of events around you.
You have 3 occult influence dice (d4) which you can spend to achieve one of several possible effects which you choose. An occult influence die is expended when you use it. You regain expended occult influence dice when you finish a short or long rest.
You gain another die at 3rd level (4 total), 7th level (5 total) and one more at 15th level (6 total).
When you reach certain levels in this class you gain additional options as specified in occultist table. When you gain a level in this class you can trade one of your existing options for another option available to you.
Your occult influence die changes when you reach certain levels in this class. It becomes a d8 at 5th level, d10 at 10th level, and d12 at 15th level.
Any occult influence that specifies casting a spell, you may cast using a spellcasting focus.
Any occult influence spell or effect with a duration ends when specified, unless another effect such as counterspell, dispel magic, or you losing concentration ends it earlier.
Occultist Table
Level | Profiency Bonus | Features | Occult Influences Known |
Occult Influence Die |
Number of dice |
1st | Spell 2nd |
Slots 3rd |
4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Occult Influence | 2 | d4 | 3 | — | — | — | — | — |
2nd | +2 | Occult Field, Spellcasting | 2 | d4 | 3 | 2 | — | — | — | — |
3rd | +2 | Twisted Fate | 3 | d6 | 4 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | d6 | 4 | 3 | — | — | — | — |
5th | +3 | — | 3 | d8 | 4 | 4 | 2 | — | — | — |
6th | +3 | Occult Field Feature | 4 | d8 | 4 | 4 | 2 | — | — | — |
7th | +3 | Curious Working | 4 | d8 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | d8 | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 5 | d10 | 5 | 4 | 3 | 2 | — | — |
10th | +4 | Occult Field Feature | 5 | d10 | 5 | 4 | 3 | 2 | — | — |
11th | +4 | Occult Meddling | 5 | d10 | 5 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 6 | d10 | 5 | 4 | 3 | 3 | — | — |
13th | +5 | — | 6 | d10 | 5 | 4 | 3 | 3 | 1 | — |
14th | +5 | Occult Field Feature | 6 | d10 | 5 | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 7 | d12 | 6 | 4 | 3 | 3 | 2 | — |
16th | +6 | Ability Score Improvement | 7 | d12 | 6 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 7 | d12 | 6 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Occult Sense | 8 | d12 | 6 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 8 | d12 | 6 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Occult Mastery | 8 | d12 | 6 | 4 | 3 | 3 | 3 | 2 |
Occult Influence Options
- Arcane Vitality. As a bonus action you gain temporary hit points equal to one roll of your occult influence die plus your proficiency bonus. The temporary hit points last until lost or until you finish a short or long rest.
- Extrasensory Perception. As an action, you cast the spell detect magic or detect evil and good which lasts until the end of your next turn.
- Hand of Fate. When you make a skill check that uses your occult ability, add one roll of your occult influence die.
- Instinctual Reflex. As a reaction to being hit with an attack, add one roll of your occult influence die to your AC, potentially turning a hit into a miss.
- Instinctual Strike. When you make an attack, add one roll of your occult influence die to the attack roll.
- Sense Weakness. When you hit a creature with an attack, add one roll of your occult influence die to the damage.
6th Level Options
- Analysis Paralysis. (Prerequisite: 6th level) As if gripped by sudden indecision, a creature falters. As an action you cast the spell hold person, which lasts until the end of your next turn. Once you use this ability you cannot use it again until you finish a short or long rest.
- Elusive Spirit. (Prerequisite: 6th level) As a bonus action you cast the spell kinetic jaunt, which lasts until the beginning of your next turn.
- Greater Extrasensory Perception. (Prerequisite: 6th level) As an action you cast the spell see invisibility, detect thoughts, or locate object which lasts until the end of your next turn.
- Greater Sense Weakness. (Prerequisite: 6th level) When a creature within your reach is hit by an attack, fails a saving throw, or suffers the prone, blinded, restrained, or incapacitated condition, you can use your reaction to make an attack against that creature adding a roll of your occult die to the damage.
- Premonition. (Prerequisite: 6th level) Add a roll of your occult die to your next initiative roll in the next hour.
- Spirit Vision. (Prerequisite: 6th level) As an action you cast the spell see invisibility or darkvision. Once you use this ability you cannot use it again until you finish a short or long rest.
- Vanishing Trick. (Prerequisite: 6th level) As an action you cast the spell invisibility on yourself, which lasts until the end of your next turn.
- Levitation. (Prerequisite: 6th level) As an action you cast the spell levitate, which lasts until the end of your next turn. Once you use this influence you cannot use it again until you finish a short or long rest.
9th Level Options
- Grave Touch. (Prerequisite: 9th level) As an action you cast the spell speak with dead or bestow curse. Once you use this influence you cannot use it again until you finish a long rest.
- Grave Defiance. (Prerequisite: 9th level) When you would drop to zero hit points and are not killed outright, instead you drop to a number of hit points equal to one roll of your occult influence die. Once you use this influence, you cannot use it again until you finish a long rest.
- Hastened Ward. (Prerequisite: 9th level) As a bonus action you cast blade ward or resistance.
- Oracle. (Prerequisite: 9th level) You perform a 1-minute ritual in which you consult a random item in your possession, such as rolling dice or bones, drawing cards, drawing objects from a bag, etc. to divine the future. Make a roll of your occult influence die. You can add or subtract the value from one d20 roll in the next hour after you roll but before the effects are resolved. Once you use this feature you cannot use it again until you finish a short or long rest.
- Unnatural Movement (Prerequisite: 9th level) As a bonus action you can teleport up to 30 feet to a location you can see.
12th Level Options
- Abeyance (Prerequisite: 12th level) As an action you cast the spell hold monster, which lasts until the end of your next turn. Once you use this influence you cannot use it again until you finish a long rest.
- Avoidance (Prerequisite: 12th level) As a reaction to being forced to make an Intelligence, Wisdom, or Charisma saving throw, add one roll of your occult die to your saving throw. Once you use this influence you cannot use it again until you finish a short or long rest.
- Banishing (Prerequisite: 12th level) As an action you cast the spell banishment, which lasts until the beginning of your next turn. Once you use this influence you cannot use it again until you finish a long rest.
- Confound (Prerequisite: 12th level) Calling on spirits to assault the minds of other creatures you cast the spell confusion, which lasts until the beginning of your next turn. Once you use this influence you cannot use it again until you finish a long rest.
- Domination (Prerequisite: 12th level) As an action you cast the spell dominate person, which lasts until the beginning of your next turn. Once you use this influence you cannot use it again until you finish a long rest.
15th Level Options
- Revealing Gaze (Prerequisite: 15th level) As an action you cast the spell true seeing, which lasts until the end of your next turn.
Occult Field
2nd level occultist feature
At 2nd level, choose an occult field in which your character has unique experience: con artist, exorcist, hypnotist, mystic, or night hunter, which grants you additional features as you gain levels in this class.
Occult Relic
In the course of your occult investigations in your field, you have acquired a relic imbued with latent magical power which has become magically bound to you and which you can use as a spellcasting focus for casting spells. Your occult ability determines your spell attack modifier and spell DC. The relic’s description follows the description of your occult field. The relic grants the ability to cast any spell from a specific school of magic and spell list. Anyone bearing the relic gains the use of its arcane benefit, though they cannot cast spells with it.
The relic allows you to cast a cantrip per the relic description. If the relic is displaced or destroyed, you can summon the relic back to your possession with a 10-minute ritual. When you do so, you see a glimpse of the previous location of the item, its surroundings, and nearby creatures, as if you had cast the spell clairvoyance for one round.
Ritual Casting
You can cast an occultist spell as a ritual if that spell has the ritual tag.
Twisted Fate
3rd level occultist feature
As a reaction to a creature hitting you with an attack, or you hitting a creature with an attack, you can invoke occult powers to alter the flow of fate causing one of the following effects.
- The damage is reduced by a roll of your occult influence die
- The damage is increased by a roll of your occult influence die. This additional damage is magical.
At 10th level the damage change equals two rolls of your occult influence die and at 18th level the damage change equals three rolls of your three rolls of your occult influence die.
Curious Working
7th level occultist feature
Beginning at 7th level you discover a means of tapping into powers beyond your control if the need is dire, though the strain is tremendous. From the spells list and school of magic available to you through your occult relic, select any spell of level up to half your occultist level. You may spend a number of hit dice equal to the spell level to cast this spell without a spell slot. Once you use this feature you cannot use it again until you finish a long rest.
Occult meddling
10th level occultist feature
Starting at 10th level, when you finish a long rest, you can perform a 10-minute ritual to craft or conjure any non-consumable common magic item (no spell scrolls, spellwrought tattoos, potions or things with removable motes/beads/patches, etc.), or one of the uncommon magic items listed in your occult field under this feature. The item lasts until you conjure another item, whereupon the first vanishes.
When you reach 15th level in this class, you can have up to two different items for your occult meddling feature, one of which can be rare. The items cannot bestow the same benefit (such as a cloak and ring of protection). You can attune to one additional magical item (limit 4).
Occult Sense
18th level occultist feature
Attuned to the presence of spirits and magic, for a distance of 30 feet you gain darkvision, can see invisibility, and can see into the ethereal plane and have advantage on saving throws and skill checks toward spotting and recognizing illusions.
Occult Mastery
20th level occultist feature
You can use Curious Working to cast spells of any level from one other occult field of your choice (select when gaining this feature).
Occult Fields
Con Artist
An illusion here, a trick there—it’s all for a good purpose, namely lining your purse. Anyone stupid enough to fall for one of your cons has only themselves to blame. Besides, what a wonderful memory it will make for them. You are the master of illusion, the master of ceremonies in a game to decide who will win, and who will leave with their pockets lighter. Ah, but it is all for good fun, and the audience should pay for the show after all, shouldn’t they? Though, some tend to pay more generously—the rich and stupid ones.
They could all see through your illusions if they just looked a little closer, if what you showed them wasn’t what they wanted to believe in the first place. If being a Con Artist has taught you anything, its that folks will believe what they want, even if it isn’t what they really see. Let the game begin!
Con Artist Training
2nd level con artist feature
You gain proficiency in Disguise Kits.
Occult Relic: Top hat
2nd level con artist feature
This cap or hat acts is a bag of holding for objects small enough to fit inside the hat, totaling up to 200 pounds, and objects do not fall out when it is tipped.
While you have this relic you can cast the cantrip mage hand, minor illusion, or prestidigitation (choose when selecting this occult field). Through the relic, you can cast any wizard illusion spell from the bard and wizard spell lists for which you have occultist spell slots.
Cheat Fate
6th level con artist feature
Beginning at 6th level, you dare to cheat even fate itself (a little at a time). When you use an occult influence feature that requires a roll of your occult influence die, if the roll is 1 or a 2 (1, 2 or 3 if the die is a d10 or d12), or when a creature succeeds on the saving throw for the feature, you do not expend a use of the feature.
Magical Thievery
6th level con artist feature
By pilfering magic, when a creature you can see within 30 feet casts a spell using a spell slot, on your next turn, as an action, you can attempt to cast the same spell, provided you have access to spells at that level. Make an occult ability check including your proficiency bonus with of DC 10 + spell level. On a success you cast the spell without expending a spell slot. If you use this feature again before you finish a long rest, you must expend the required spell slot on a success.
Double Cross
10th level con artist feature
You can make yourself appear less hostile. If a creature makes an attack against you before you have taken a hostile action in combat, it must first succeed on a Wisdom saving throw against your spell save DC. On a fail, the creature must choose another target and cannot attack you until after your next turn, and you gain advantage on your next attack against that creature before the end of your next turn.
Master of the Con
14th level con artist feature
When you make a Charisma check, you can spend an occult influence use to add one roll of your occult influence die to the total. You can do this after you see the d20 roll, but before the effects are resolved. You cannot do so again until you finish a short or long rest or roll initiative.
Con Artist Occult Meddling Items
In addition to common magic items, you can create the following uncommon items using the Occult Meddling feature beginning at 11th level, and rare items beginning at 15th level.
- Cloak of Protection (+1) (uncommon)
- Eversmoking Bottle (uncommon)
- Gambler’s Blade (rare)
- Gloves of Thievery (uncommon)
- Gloves of Swimming and Climbing (uncommon)
- Hat of Disguise (uncommon)
- Immoveable Rod (uncommon)
- Mantle of Spell Resistance (rare)
- Pearl of Power (rare)
- Ring of Protection (+1) (rare)
- Rope of Climbing (uncommon)
- Slippers of Spider Climbing (uncommon)
- Stone of Good Luck (uncommon)
Exorcist
Wielding the power of the divine, you stand with forces of light and order against the darkness that would invade this world. You are self-taught or mentored, relying only scattered books and notes, and your own daring forays into the dark. Yet, you have seen things even clerics would not dare to uncover. You have made remarkable progress in illuminating the ways of the wicked. You know their weaknesses. And into that pit of darkness from whence evil springs forth, you stand alone with the power of the light. You must break the chains that bind souls and protect the innocent from corruption. You will not flee as the powers of evil creep into this world. You are the exorcist.
Exorcist Training
2nd level exorcist feature
You gain proficiency in woodcarver’s tools or smith’s tools for carving sigils.
Occult Relic: Reliquary
2nd level exorcist feature
This object could take on many forms: a box containing a scrap of cloth worn by a martyr, a prayer book or scroll of prophecy, bag of bones or urn bearing ashes of a saintly cleric, or even a stone marked by the touch of a deity. As an arcane benefit, the bearer has advantage on saves to avoid or end the frightened condition. While you have this relic you can cast the cantrip light or thaumaturgy (choose when selecting this occult field). Through the relic, you can cast any abjuration spell from the cleric and wizard spell lists for which you have occultist spell slots.
Exorcise
2nd level exorcist feature
As an action you can attempt to end a possession or end a spell of summoning. Make a skill check using your occult ability and add your proficiency bonus. If the total is equal to or greater 10 + the challenge rating of the creature, or 10 + the level of the summoning spell, you succeed. A creature freed from possession cannot be re-possessed until they finish a long rest. Once you use this feature, you cannot use it again until you finish a short or long rest.
Summon Servant
6th level exorcist feature
You have learned the true name of a fiend, fey, or elemental of your choice up to challenge rating 1, which you can summon into your service. At the completion of a long rest you can perform a 10-minute ritual, spend CR x 10 GP of incense, candles, and gold, and make a sacrifice of vitality from your own soul by spending hit dice equal to the challenge rating. (Your HP does not change.) The creature will serve you for eight hours.
You must speak the creature’s language in order for it to understand you. The creature generally behaves according to its alignment, but is indifferent to you (initially). For the duration of its service, it will perform any task you can describe to it in 25 words or less, to the best of its ability. You and your allies are immune to any fear effects from the summoned servant. In combat, the servant takes it turn immediately following yours and follows your verbal commands.
At the end of its term of service, if you or it drops to 0 HP, or if you dismiss it early, it returns to its home plane. Each time you make this summons the same creature returns.
The creature will look for ways to shortcut its term of service, taking advantage of any loopholes in your instructions.
When you obtain a level in this class, you can dismiss your servant and optionally summon a different one, adding to your servant summoning options.
The maximum challenge rating of your servant increases to 3 at 10th level, and to 5 at 14th level.
Servant's Demand (Optional)
Your summoned servant develops a taste for things of the material plane and may require those in addition to your normal offerings.
d8 | Servant's Demand |
---|---|
1 | Fine food and drink—the finest in town |
2 | A new item of clothing |
3 | Live rats (though you doubt they stay that way) |
4 | Secrets about somebody in the area, particularly their vices, debts, and misdeeds |
5 | Weird and unique trinkets |
6 | Books (teaching itself to read, or just burning them) |
7 | Basic acid or poison—it never explains what it's for |
8 | Lavish praise, lofty titles, and grandiose introductions |
Release
10th level exorcist feature
As an action you can end one magical effect on a creature. If that effect is a spell, the spell ends. You can use this feature again when you finish a short or long rest.
Occult Dominion
14th level exorcist feature
You can attempt to take control of a summoned creature. Make an occult ability check, including your proficiency bonus. If the total is equal or higher than 10 + spell level or 10 + challenge rating, you succeed, and begin concentrating on the spell as if you had cast it this round. Alternatively, you can cast the spell dominate monster. You regain the use of this feature when you complete a long rest.
Exorcist Occult Meddling Items
In addition to common magic items, you can create the following uncommon items using the Occult Meddling feature beginning at 11th level, and rare items beginning at 15th level.
- Cloak of Protection (+1) (uncommon)
- Devotee’s Censer (rare, you can attune to this item)
- Driftglobe (uncommon)
- Guardian Emblem (uncommon)
- Periapt of Wound Closure (uncommon)
- Ring of Protection (+1) (rare)
- Weapon of Warning (uncommon)
Hypnotist
Trained in the secrets of the mind, and using charms and enchantments you can both open the mind and control it to your purposes. There is no greater mystery than the mind and soul of a creature. Although, your investigations into the occult have shown you how fragile and dangerous a mind can be. From disembodied spirits to foul creatures from realms beyond your own, you have gathered occult secrets to enhance your craft and further your journey into the mind.
Hypnotist Training
2nd level hypnotist feature
You gain proficiency in jeweler’s tools.
Seeds of Insanity
2nd level hypnotist feature
You know the cantrip mind sliver, however the damage die is replaced with your occult die.
Occult Relic: Fae Charm
2nd level hypnotist feature
This object is an ornate amulet, broach, necklace, or ring once owned by an archfey. As an arcane benefit, the bearer has advantage on saves to avoid or end the charmed condition. While you have this relic you can cast the cantrip dancing lights, friends, or minor illusion (choose when selecting this occult field). Through the relic, you can cast any enchantment spell from the bard and wizard spell lists for which you have occultist spell slots.
Inception
6th level hypnotist feature
As an action you speak a simple phrase of ten words or less, implanting it as an idea within the mind of the target. It could be the idea that as a person is trustworthy, a vendor has an excellent (or awful) reputation, a message is expected, prior approval was already given, an attack is imminent, or a partner, minion, or ally is unfaithful. The spell fails if the creature’s Intelligence score is less than 5.
Otherwise, the target attempts
a Wisdom saving throw against your spell save DC.
As determined by the DM, if the idea contradicts or agrees with known facts or strongly-held beliefs, the target has advantage or disadvantage on its saving throw, respectively.
On a fail, the target believes the idea is theirs, such as a hunch, a vague memory, or hearsay, and the target has disadvantage on Wisdom (Insight) checks to recognize deceptions supporting the idea and Wisdom (Perception) checks to perceive facts that do not agree with the idea. The target cannot point to the source of the idea, but will nevertheless believe and remember the idea. On a success the creature dismisses the idea as a false or foreign notion and the effect ends. Otherwise, the idea lasts for 24 hours.
You can optionally specify a trigger event that will first bring the idea to their attention. For instance, you can specify the trigger event to be hearing a specific word or phrase, seeing someone, touching or smelling something, or witnessing some kind of behavior such as a person yelling or someone walking out of a shop.
If a different creature attempts to persuade or deceive the target to not believe the idea, the creature must succeed on a Charisma (Persuasion) or Charisma (Deception) check against your spell DC, ending the effect on a success.
The idea does not suggest a specific course of action (use suggestion for that), rather it affects directly what a creature knows, understands, or believes to be true. When the effect ends, the idea fades. The creature will likely remember dismissing the idea, though they would not likely suspect it was of magical origin unless they were familiar with this effect and anticipated its use.
Once you use this feature, you cannot do so again until after you finish a long rest.
Hypnotic Charm
10th level hypnotist feature
Whenever you cast a spell that has duration greater than instantaneous and which requires a saving throw, any creature that fails the saving throw is also charmed by you for the duration of the spell, or until it takes damage. If the spell does not offer additional saving throws, a charmed creature may make an additional saving throw each time you make a request of it, or it witnesses your hostility against its allies.
Self Hypnosis
14th level hypnotist feature
Protective self hypnosis assists your mental and spiritual fortitude. You can spend a use of your occult influence dice to add one roll of your occult influence die to an Intelligence, Wisdom, or Charisma saving throw. You cannot do so again until you finish a short or long rest or roll initiative.
Hypnotist Occult meddling items
In addition to common magic items, you can create the following uncommon items using the Occult Meddling feature beginning at 11th level, and rare items beginning at 15th level.
- Cloak of Protection (+1) (uncommon)
- Eyes of Charming (uncommon)
- Helm of Telepathy (uncommon)
- Ring of Mind Shielding (uncommon)
- Ring of Protection (+1) (rare)
- Rod of Rulership (rare)
- Staff of Charming (rare)
Mystic
Looking into what lies behind the thin tapestry of reality is a world of possibility: the invisible, the ethereal, distant places, dark secrets, and even fate itself. Your trained gaze is deep and piercing. Many come to you seeking answers, things that can only be seen by those with eyes to see beyond the mundane. You take their coin, sometimes telling them what they want to hear, other times whispering secrets they would never dare to uncover themselves. This the course a mystic must be prepared to walk. Many things you will reveal, but you cannot spare much concern what happens with that knowledge. It is mere distraction. You must focus on honing the inner eye, until all mysteries are revealed.
Mystic Training
2nd level mystic feature
You gain proficiency in glassblower’s tools.
Occult Relic: Lens of Revealing
2nd level mystic feature
This relic is a lens, pair of spectacles, monocle, polished gem, or crystal ball. As an arcane benefit, it allows the bearer to see invisible objects and creatures to a range of 15 feet. While you have this relic you cast the cantrip guidance or message (choose when selecting this occult field). Through the relic, you can cast any divination spell from any spell list for which you have occultist spell slots.
Insidious Whispers
2nd level mystic feature
You know the cantrip vicious mockery, however, the damage die is replaced with your occult die.
Visionary Opportunity
6th level mystic feature
When you take the attack action, you can spend an occult influence die to make an extra attack. If you miss, the die is not expended.
Doom Saying
6th level mystic feature
You have glimpsed many possible futures. By reciting particularly chilling excerpts from your visions, you can shake even the firmest resolve. As an action you pronounce doom upon a creature that can hear and understand you (or your translator). The creature must succeed on a Wisdom saving throw against your spell DC or suffer the frightened condition for one minute. The creature is frightened of whatever you specify in your pronouncement of doom, such as an object, creature, or a specified location. The creature can repeat the saving throw at the end of each of its turns.
Once you use this feature you cannot use it again until you finish a short or long rest or roll initiative.
Horoscope Reading
10th level mystic feature
As part of a short or long rest, you can do a mystic reading of a willing creature other than yourself. This reading takes 10 minutes. At the conclusion of the reading, the creature gains inspiration which lasts until used or you begin another you begin another rest.
Inevitable
14th level mystic feature
Your mystic visions connect you and others with strings of fate. Whenever a creature rolls the inspiration die from their horoscope reading, you and that creature gain temporary hit points equal to two rolls of your occult influence die which last until you complete a rest.
Mystic Occult Meddling Items
In addition to common magic items, you can create the following uncommon items using the Occult Meddling feature beginning at 11th level, and rare items beginning at 15th level.
- Cloak of Protection (+1) (uncommon)
- Finder’s Goggles (uncommon)
- Goggles of Object Reading (uncommon)
- Goggles of Night (uncommon)
- Headband of Intellect (uncommon)
- Helm of Comprehending Languages (uncommon)
- Lantern of Revealing (uncommon)
- Ring of Protection (+1) (rare)
- Ring of X-Ray Vision (rare)
- Sending Stones (uncommon)
- Wand of Magic Detection (uncommon)
- Wand of Secrets (uncommon)
Night Hunter
Shutters and doors here are closed fast. The people do not know what leaves a trail of blood in its wake each night. So, they have called on you, the night hunter. Your blade is sharp, your mind sharper, and your will to destroy the evil that preys on the innocent unbreakable. This night, the hunt ends. You are the night hunter. Let all that is evil and lurks in the shadows fear and despair, for the night is yours.
Night Hunter Training
2nd level night hunter feature
You gain proficiency in leatherworker’s tools for use in taxidermy of interesting specimens for your collection of vanquished creatures.
Occult Relic: Cursed Curiosity
2nd level night hunter feature
This curiosity is a shrunken skull, withered hand, or similar grotesque item. As an arcane benefit, it allows the bearer to hide when only lightly obscured such as in dim light or partial cover. While you have the relic you can cast the cantrip thaumaturgy or control flames (choose when selecting this occult field), which you can cast as a bonus action. Through the relic, you can cast any necromancy spell from the warlock and wizard spell lists, and inflict wounds from the cleric spell list, provided you you have an occultist spell slot for the level of spell.
Extra Attack
6th level night hunter feature
Beginning at 6th level, when you take the attack action, you can make a second attack as part of that action.
Uncanny Vigilance
10th level night hunter feature
When a creature makes an attack against you with advantage, you can spend a use of your occult influence to remove advantage. Additionally, if a creature attacks you and the attack misses, you can use your reaction to make an attack against that creature.
Inured to Evil
14th level night hunter feature
Starting at 14th level, you have faced much evil and darkness and are now immune to the frightened condition.
Night Hunter Occult Meddling Items
In addition to common magic items, you can create the following uncommon items using the Occult Meddling feature beginning at 11th level, and rare items beginning at 15th level.
- Boots of Striding and Springing (uncommon)
- Cloak of Displacement (rare)
- Cloak of the Bat (rare)
- Cloak of Protection (+1) (uncommon)
- Coiling Grasp Tattoo (uncommon)
- Goggles of Night (uncommon)
- Moon-touched sword (uncommon)
- Ring of Protection (+1) (rare)
- Pipes of Haunting (uncommon)
- Sword of Vengeance (rare)
- Sword of Life Stealing (rare)
- Sword of Wounding (rare)
- Tentacle Rod (rare)
Occultist Field Spell Lists
Con Artist Spells (bard and wizard illusion)
1st Level
- color spray
- distort value
- illusory script
- silent image
2nd Level
- blur
- invisibility
- magic mouth
- mirror image
- Nathair's mischief
- Nystul's magic aura
- phantasmal force
- shadow blade
- silence
3rd Level
- fear
- hypnotic pattern
- major image
- phantom steed
4th Level
- greater invisibility
- hallucinatory terrain
- phantasmal killer
5th Level
- creation
- dream
- mislead
- seeming
6th Level (with Curious Working)
- mental prison
- programmed illusion
7th Level (with Curious Working)
- mirage arcane
- project image
- simulacrum
8th Level (with Curious Working)
- illusory dragon
9th Level (with Curious Working)
- weird
Exorcist Spells (cleric and wizard abjuration)
1st Level
- absorb elements
- alarm
- ceremony
- mage armor
- protection from evil and good
- sanctuary
- shield of faith
- snare
2nd Level
- aid
- lesser restoration
- protection from poison
- warding bond
3rd Level
- beacon of hope
- counterspell
- dispel magic
- glyph of warding
- intellect fortress
- magic circle
- protection from energy
- remove curse
4th Level
- banishment
- death ward
- freedom of movement
- Mordenkainen's private sanctum
- stoneskin
5th Level
- dispel evil and good
- greater restoration
- planar binding
6th Level (with Curious Working)
- Fizban's platinum shield
- guards and wards
- forbiddance
7th Level (with Curious Working)
- symbol
8th Level (with Curious Working)
- antimagic field
- holy aura
- mind blank
9th Level (with Curious Working)
- imprisonment
- invulnerability
- prismatic wall
Hypnotist Spells (bard and wizard enchantment)
1st Level
- animal friendship
- bane
- charm person
- dissonant whispers
- heroism
- silvery barbs
- sleep
- Tasha's hideous laughter
2nd Level
- animal messenger
- calm emotions
- crown of madness
- gift of gab
- hold person
- Jim's glowing coin
- suggestion
- Tasha's mind whip
- zone of truth
3rd Level
- catnap
- enemies abound
- fast friends
- incite greed
- motivational speech
4th Level
- charm monster
- compulsion
- confusion
- Raulothim's psychic lance
5th Level
- dominate person
- geas
- hold monster
- modify memory
- synaptic static
6th Level (with Curious Working)
- mass suggestion
- Otto's irresistible dance
7th Level (with Curious Working)
- power word pain
8th Level (with Curious Working)
- antipathy/sympathy
- dominate monster
- feeble mind
- power word stun
9th Level (with Curious Working)
- power word kill
- psychic scream
Mystic Spells (divination)
1st Level
- beast bond
- comprehend languages
- detect evil and good
- detect magic
- detect poison and disease
- gift of alacrity
- hunter's mark
- identify
- speak with animals
2nd Level
- augury
- beast sense
- borrowed knowledge
- detect thoughts
- find traps
- fortune's favor
- locate animals or plants
- locate object
- mind spike
- see invisibility
3rd Level
- clairvoyance
- tongues
4th Level
- arcane eye
- divination
- locate creature
5th Level
- commune
- commune with nature
- contact other plane
- legend lore
- Rary's telepathic bond
- scrying
6th Level (with Curious Working)
- find the path
- true seeing
9th Level (with Curious Working)
- foresight
Night Hunter Spells (warlock and wizard necromancy*)
1st Level
- cause fear
- false life
- inflict wounds (*from cleric spell list)
- ray of sickness
2nd Level
- blindness/deafness
- gentle repose
- ray of enfeeblement
- wither and bloom
3rd Level
- animate dead
- bestow curse
- feign death
- life transference
- spirit shroud
- summon undead
- vampiric touch
4th Level
- blight
- shadow of moil
5th Level
- danse macabre
- enervation
- negative energy flood
6th Level (with Curious Working)
- circle of death
- create undead
- eyebite
- magic jar
- soul cage
7th Level (with Curious Working)
- finger of death
8th Level (with Curious Working)
- Abi-Dalzim's horrid wilting
- clone
9th Level (with Curious Working)
- astral projection
Credits
Original art, Midjourney tool. Feel free to use for noncommercial purposes.
Change Log
Date | Change |
---|---|
2024.07.08 | change number of occult influence dice and values to balance multiclassing. It's a nerf at levels one and two, but multiclassing is very powerful. Have to strike a balance. Added notes on multiclassing. |
2024.05.31 | nerfed instictual reflex and oracle |
2024.02.04 | playtest feedback--dropped Shaman. Not enough differentiation from druid and not enough witch doctor flavor. |
2023.11.03 | V 2.3 The Guild Life roll20 server player feedback: mystic and hypnotist attack cantrips moved from 6th to 2nd level. Con artist magical thievery buffed. Night hunter can thaumaturgy or control flames as bonus action (for style). Shaman 14th level ability changed to summoning. Mystic combat buffed with visionary opportunity. Exorcist given actual exorcist abilities. |
2023.10.15 | V2.2 Buffed Night Hunter Uncanny Vigilance (more useful). Nerfed Twisted Fate to just your attacks and things that hit you (not other creatures getting hit by other creatures), to smooth gameplay. This also encourages the quasi-martial half caster to be a part of the action. Added magical thievery, seeds of insanity, and insidious whispers for more variety and damage dealing options for con artist, hypnotist, and mystic. Moved ring of mind shielding and helm of telepathy from mystic to hypnotist occult meddling list. Nerf summon mighty servant to CR 1d4+2. |
earlier | change log truncated (see previous versions) |
Copyright notice
This is unofficial Fan Content permitted under the Fan Content policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast, LLC.