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Should 5e have more classes (Poll and Discussion)?
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8090204" data-attributes="member: 7023887"><p>Here's a rough draft for the Occultist class I've mentioned a few times.</p><p></p><p>[SPOILER="Occultist"]</p><table style='width: 100%'><tr><th>Level</th><th>Proficiency Bonus</th><th>Features</th><th>Cantrips Known</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th><th>6th</th><th>7th</th><th>8th</th><th>9th</th></tr><tr><td>1st</td><td>+2</td><td>Spellcasting, Magic Line</td><td>4</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>2nd</td><td>+2</td><td>Unearthly Path</td><td>4</td><td>3</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>3rd</td><td>+2</td><td>Coven Magic, Binding Charms</td><td>4</td><td>4</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>4th</td><td>+2</td><td>Ability Score Improvement</td><td>4</td><td>4</td><td>3</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>5th</td><td>+3</td><td>─</td><td>4</td><td>4</td><td>3</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>6th</td><td>+3</td><td>─</td><td>4</td><td>4</td><td>3</td><td>3</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>7th</td><td>+3</td><td>Magic Line feature</td><td>4</td><td>4</td><td>3</td><td>3</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>8th</td><td>+3</td><td>Ability Score Improvement</td><td>4</td><td>4</td><td>3</td><td>3</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>9th</td><td>+4</td><td>─</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>10th</td><td>+4</td><td>─</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>11th</td><td>+4</td><td>Magic Line feature</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>—</td><td>—</td><td>—</td></tr><tr><td>12th</td><td>+4</td><td>Ability Score Improvement</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>—</td><td>—</td><td>—</td></tr><tr><td>13th</td><td>+5</td><td>─</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>1</td><td>—</td><td>—</td></tr><tr><td>14th</td><td>+5</td><td>Improved Coven Magic</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>1</td><td>—</td><td>—</td></tr><tr><td>15th</td><td>+5</td><td>Magic Line feature</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>1</td><td>1</td><td>—</td></tr><tr><td>16th</td><td>+5</td><td>Ability Score Improvement</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>1</td><td>1</td><td>—</td></tr><tr><td>17th</td><td>+6</td><td>─</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>1</td><td>1</td><td>1</td></tr><tr><td>18th</td><td>+6</td><td>─</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1</td><td>1</td><td>1</td><td>1</td></tr><tr><td>19th</td><td>+6</td><td>Unearthly Powers</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>1</td><td>1</td></tr><tr><td>20th</td><td>+6</td><td>Occult Mage</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>3</td><td>2</td><td>2</td><td>1</td><td>1</td></tr></table><p><span style="font-size: 18px"><strong>Class Features</strong></span></p><p>As an occultist, you gain the following class features.</p><p></p><p><strong>Hit Points</strong></p><p>Hit Dice: 1d6 per occultist level</p><p>Hit Points at 1st Level: 6 + your Constitution modifier</p><p>Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per occultist level after 1st</p><p></p><p><strong>Proficiencies</strong></p><p>Armor: None</p><p>Weapons: Simple weapons</p><p>Tools: Brewers' Tools or Alchemists' Supplies</p><p>Saving Throws: Intelligence, Charisma</p><p>Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Deception, Sleight of Hand</p><p></p><p><strong>Equipment</strong></p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><p></p><ul> <li data-xf-list-type="ul">any simple weapon of your choice</li> <li data-xf-list-type="ul">(a) a component pouch or (b) a trinket or (c) an arcane focus</li> <li data-xf-list-type="ul">(a) a scholar's pack or (b) an explorer's pack</li> <li data-xf-list-type="ul">A grimoire</li> </ul><p><span style="font-size: 18px"><strong>Spellcasting</strong></span></p><p>As a practitioner of arcane magic, you have a grimoire containing spells that allow you to channel your dark spells.</p><p></p><p><strong>Cantrips</strong></p><p>At 1st level, you know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table.</p><p></p><p><strong>Grimoire</strong></p><p>At 1st level, you have 2 occultist spells that have the ritual tag written in your grimoire. Your grimoire is where you write your ritual spells, and can cast those spells only while holding your grimoire. If you cast a ritual spell from your grimoire as its original casting time, you don't need to prepare that spell, and must be holding your grimoire at the time of the casting. You cannot prepare spells that have the ritual tag, and can only prepare spells that are not in your grimoire.</p><p></p><p>(Copying ritual spells into the book functions as copying a spell into a spellbook from the wizard sidebar.)</p><p></p><p><strong>Preparing and Casting Spells</strong></p><p>The Occultist table shows how many spell slots you have to cast your witch spells. To cast one of your witch spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.</p><p>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 an amount of occultist spells equal to your Intelligence modifier + your witch level. These spells must be of a level that you have spell slots.</p><p>For example, if you’re a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell <em>hex</em>, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.</p><p></p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of occultist spells requires time spent doing dark rites using your spellcasting focus and grimoire: at least 1 minute per spell level for each spell on your list.</p><p></p><p><strong>Spellcasting Ability</strong></p><p>Intelligence is your spellcasting ability for your occultist spells: your understanding of the dark threads of magic allow you to wield these spells with superior skill. You use your Intelligence whenever a occultist spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an occultist spell you cast and when making an attack roll with one.</p><p></p><p>Spell save DC = 8 + your proficiency bonus + your Intelligence modifier</p><p></p><p>Spell attack modifier = your proficiency bonus + your Intelligence modifier</p><p></p><p><strong>Ritual Casting</strong></p><p>You can cast a occultist spell as a ritual if that spell has the ritual tag and is written in your grimoire.</p><p></p><p><strong>Spellcasting Focus</strong></p><p>You can use an arcane focus or any of the following items as a spellcasting focus for your witch spells; lantern, crystal ball, candle, needle, a jar, a bottle, fragment of obsidian, or a skull.</p><p></p><p><strong>Occultist Spell List</strong></p><p>Here's the list of spells you consult when you learn an occultist spell. The list is organized by spell level, not character level.</p><p></p><p>These spells are from the Player's Handbook and Xanathar's Guide to Everything</p><p></p><p><strong>Cantrips (0 Level)</strong></p><p><em>acid splash</em></p><p><em>chill touch</em></p><p><em>dancing lights</em></p><p><em>friends</em></p><p><em>infestation</em></p><p><em>light</em></p><p><em>mage hand</em></p><p><em>mending</em></p><p><em>message</em></p><p><em>minor illusion</em></p><p><em>poison spray</em></p><p><em>primal savagery</em></p><p><em>thorn whip</em></p><p><em>toll the dead</em></p><p><em>witchcraft</em> (see end of class description)</p><p></p><p><strong>1st Level</strong></p><p><em>armor of agathys</em></p><p><em>cause fear</em></p><p><em>charm person</em></p><p><em>command</em></p><p><em>comprehend languages</em></p><p><em>cure wounds</em></p><p><em>detect magic</em></p><p><em>disguise self</em></p><p><em>dissonant whispers</em></p><p><em>faerie fire</em></p><p><em>false life</em></p><p><em>feather fall</em></p><p><em>hellish rebuke</em></p><p><em>hex</em></p><p><em>identify</em></p><p><em>inflict wounds</em></p><p><em>jump</em></p><p><em>longstrider</em></p><p><em>mage armor</em></p><p><em>protection from evil and good</em></p><p><em>ray of sickness</em></p><p><em>silent image</em></p><p><em>sleep</em></p><p><em>speak with animals</em></p><p><em>tasha's hideous laughter</em></p><p><em>unseen servant</em></p><p><em>witch bolt</em></p><p></p><p><strong>2nd Level</strong></p><p><em>alter self</em></p><p><em>animal messenger</em></p><p><em>blindness/deafness</em></p><p><em>blur</em></p><p><em>cloud of daggers</em></p><p><em>continual flame</em></p><p><em>crown of madness</em></p><p><em>darkness</em></p><p><em>darkvision</em></p><p><em>detect thoughts</em></p><p><em>earthbind</em></p><p><em>enhance ability</em></p><p><em>enthrall</em></p><p><em>heat metal</em></p><p><em>hold person</em></p><p><em>invisibility</em></p><p><em>levitate</em></p><p><em>locate object</em></p><p><em>magic mouth</em></p><p><em>melf's acid arrow</em></p><p><em>misty step</em></p><p><em>phantasmal force</em></p><p><em>ray of enfeeblement</em></p><p><em>rope trick</em></p><p><em>scorching ray</em></p><p><em>see invisibility</em></p><p><em>shadow blade</em></p><p><em>skywrite</em></p><p><em>spider climb</em></p><p><em>suggestion</em></p><p><em>web</em></p><p></p><p><strong>3rd Level</strong></p><p><em>bestow curse</em></p><p><em>blink</em></p><p><em>clairvoyance</em></p><p><em>counterspell</em></p><p><em>dispell magic</em></p><p><em>fear</em></p><p><em>feign death</em></p><p><em>fly</em></p><p><em>glyph of warding</em></p><p><em>haste</em></p><p><em>hypnotic pattern</em></p><p><em>leomund's tiny hut</em></p><p><em>life transference</em></p><p><em>magic circle</em></p><p><em>major image</em></p><p><em>nondetection</em></p><p><em>phantom steed</em></p><p><em>remove curse</em></p><p><em>sending</em></p><p><em>slow</em></p><p><em>speak with dead</em></p><p><em>spirit guardians</em></p><p><em>stinking cloud</em></p><p><em>summon lesser demons</em></p><p><em>tongues</em></p><p><em>vampiric touch</em></p><p></p><p><strong>4th Level</strong></p><p><em>arcane eye</em></p><p><em>banishment</em></p><p><em>blight</em></p><p><em>charm monster</em></p><p><em>compulsion</em></p><p><em>confusion</em></p><p><em>conjure woodland beings</em></p><p><em>divination</em></p><p><em>evard's black tentacles</em></p><p><em>giant insect</em></p><p><em>greater invisibility</em></p><p><em>hallucinatory terrain</em></p><p><em>leomund's secret chest</em></p><p><em>locate creature</em></p><p><em>mordenkainen's faithful hound</em></p><p><em>mordenkainen's private sanctum</em></p><p><em>phantasmal killer</em></p><p><em>polymorph</em></p><p><em>shadow of moil</em></p><p><em>sickening radiance</em></p><p><em>summon greater demon</em></p><p><em>vitriolic sphere</em></p><p></p><p><strong>5th Level</strong></p><p><em>animate objects</em></p><p><em>antilife shell</em></p><p><em>awaken</em></p><p><em>cloudkill</em></p><p><em>contact other plane</em></p><p><em>contagion</em></p><p><em>dominate person</em></p><p><em>dream</em></p><p><em>enervation</em></p><p><em>far step</em></p><p><em>geas</em></p><p><em>hold monster</em></p><p><em>infernal calling</em></p><p><em>insect plague</em></p><p><em>legend lore</em></p><p><em>mislead</em></p><p><em>modify memory</em></p><p><em>negative energy flood</em></p><p><em>planar binding</em></p><p><em>rary's telepathic bond</em></p><p><em>scrying</em></p><p><em>seeming</em></p><p><em>teleportation circle</em></p><p></p><p><strong>6th Level</strong></p><p><em>circle of death</em></p><p><em>conjure fey</em></p><p><em>create homunculus</em></p><p><em>disintegrate</em></p><p><em>eyebite</em></p><p><em>flesh to stone</em></p><p><em>harm</em></p><p><em>magic jar</em></p><p><em>mass suggestion</em></p><p><em>mental prison</em></p><p><em>otto's irresistible dance </em></p><p><em>programmed illusion</em></p><p><em>soul cage</em></p><p><em>true seeing</em></p><p><em>wall of thorns</em></p><p></p><p><strong>7th Level</strong></p><p><em>etherealness</em></p><p><em>finger of death</em></p><p><em>mirage arcane</em></p><p><em>mordenkainen's magnificent mansion</em></p><p><em>plane shift</em></p><p><em>project image</em></p><p><em>sequester</em></p><p><em>simulacrum</em></p><p><em>symbol</em></p><p></p><p><strong>8th Level</strong></p><p><em>abi-dalzim's horrid wilting</em></p><p><em>antimagic field</em></p><p><em>antipathy/sympathy</em></p><p><em>clone</em></p><p><em>demiplane</em></p><p><em>dominate monster</em></p><p><em>feeblemind</em></p><p><em>glibness</em></p><p><em>illusory dragon</em></p><p><em>maddening darkness</em></p><p><em>maze</em></p><p><em>mind blank</em></p><p><em>power word stun</em></p><p></p><p><strong>9th Level</strong></p><p><em>foresight</em></p><p><em>gate</em></p><p><em>imprisonment</em></p><p><em>mass polymorph</em></p><p><em>power word kill</em></p><p><em>psychic scream</em></p><p><em>true polymorph</em></p><p><em>weird</em></p><p><em>wish</em></p><p></p><p><span style="font-size: 18px"><strong>Magic Line</strong></span></p><p>At 1st level, you choose your favored source of magic. You can focus on one specific archetype of magic, allowing you to gain more power in that specific field of magic. Choose from one of the ways to focus your magic: Blood Line, Bone Magic, Familiar Magic, Morph Magic, Earth Magic, Light Magic, Dark Magic, and Mixture Magic, all detailed at the end of the class description.</p><p></p><p>Your choice grants you features at 1st level, and again at 7th, 11th, and 15th level.</p><p></p><p><span style="font-size: 18px"><strong>Unearthly Path</strong></span></p><p>At level 2, you choose the type of magic that fuels your spells and other occult abilities, ranging from dark aberrant powers to light blessing magic. Pick one of the following paths: Black Path, Grey Path, or White Path. Those who practice dark magic typically lean towards evil arts and tempted by darker beings, practitioners of grey magic normally are neutral and empower themselves, while studiers white magic support their allies and are most often good.</p><p></p><p>When you choose your Unearthly Path, you gain an ability listed below, corresponding to the path you choose.</p><p></p><p><strong>Dark Malediction</strong></p><p>You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects:</p><p></p><ul> <li data-xf-list-type="ul">They gain one exhaustion.</li> <li data-xf-list-type="ul">They take extra damage from your spells and attacks equal to your Intelligence modifier (minimum of one damage).</li> <li data-xf-list-type="ul">They have disadvantage on the first attack roll they make on each of their turns.</li> <li data-xf-list-type="ul">They cannot make reactions.</li> </ul><p>Once you use this feature, you cannot do so again until you finish a short or long rest.</p><p></p><p>Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.</p><p></p><p><strong>Path Spells</strong></p><p><strong>Black Path Spells</strong></p><table style='width: 100%'><tr><th>OCCULTIST LEVEL</th><th>SPELLS</th></tr><tr><td>1st</td><td><a href="https://www.dndbeyond.com/spells/hex" target="_blank">hex</a></td></tr><tr><td>3rd</td><td><a href="https://www.dndbeyond.com/spells/blindness-deafness" target="_blank">blindness/deafness</a></td></tr><tr><td>5th</td><td><a href="https://www.dndbeyond.com/spells/bestow-curse" target="_blank">bestow curse</a></td></tr><tr><td>7th</td><td><a href="https://www.dndbeyond.com/spells/compulsion" target="_blank">compulsion</a></td></tr><tr><td>9th</td><td><a href="https://www.dndbeyond.com/spells/dream" target="_blank">dream</a></td></tr></table><p><strong>Pallid Aura</strong></p><p>You gain resistance to force damage, as well as the ability to shield and empower yourself from others' harmful effects. As a bonus action, you can surround yourself in a pale aura of protecting energy. This ward lasts for 1 minute or until you drop to 0 hit points, and grants you the following effects:</p><p></p><ul> <li data-xf-list-type="ul">You gain an amount of temporary hit points equal to your occultist level + your Intelligence modifier (minimum of 1 hit point).</li> <li data-xf-list-type="ul">When you make a saving throw against an effect that would damage you, you may use your reaction to make the saving throw at advantage.</li> <li data-xf-list-type="ul">You have advantage on ability checks made on your turn.</li> </ul><p>Once you use this feature, you cannot do so again until you take a short or long rest.</p><p></p><p>Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.</p><p></p><p><strong>Path Spells</strong></p><p><strong>Grey Path Spells</strong></p><table style='width: 100%'><tr><th>OCCULTIST LEVEL</th><th>SPELLS</th></tr><tr><td>1st</td><td><a href="https://www.dndbeyond.com/spells/shield" target="_blank">shield</a></td></tr><tr><td>3rd</td><td><a href="https://www.dndbeyond.com/spells/barkskin" target="_blank">barkskin</a></td></tr><tr><td>5th</td><td><a href="https://www.dndbeyond.com/spells/protection-from-energy" target="_blank">protection from energy</a></td></tr><tr><td>7th</td><td><a href="https://www.dndbeyond.com/spells/stoneskin" target="_blank">stoneskin</a></td></tr><tr><td>9th</td><td><a href="https://www.dndbeyond.com/spells/wall-of-force" target="_blank">wall of force</a></td></tr></table><p><strong>Ivory Benison</strong></p><p>You gain resistance to radiant damage, as well as the ability to bestow a beneficial charm upon an ally or yourself. As a bonus action, choose one willing creature within 60 feet of you (including yourself) to give this blessing to. This blessing lasts for 1 minute or until the blessed creature drops to 0 hit points, granting them the following benefits:</p><p></p><ul> <li data-xf-list-type="ul">Attack rolls made to attack that creature are made at disadvantage.</li> <li data-xf-list-type="ul">They regain an amount of hit points at the start of each of their turns equal to your proficiency bonus.</li> <li data-xf-list-type="ul">They have advantage on the first attack roll they make on each of their turn.</li> </ul><p>Once you use this feature, you cannot do so again until you take a short or long rest.</p><p></p><p>Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.</p><p></p><p><strong>Path Spells</strong></p><p><strong>White Path Spells</strong></p><table style='width: 100%'><tr><th>OCCULTIST LEVEL</th><th>SPELLS</th></tr><tr><td>1st</td><td><a href="https://www.dndbeyond.com/spells/bless" target="_blank">bless</a></td></tr><tr><td>3rd</td><td><a href="https://www.dndbeyond.com/spells/aid" target="_blank">aid</a></td></tr><tr><td>5th</td><td><a href="https://www.dndbeyond.com/spells/beacon-of-hope" target="_blank">beacon of hope</a></td></tr><tr><td>7th</td><td><a href="https://www.dndbeyond.com/spells/death-ward" target="_blank">death ward</a></td></tr><tr><td>9th</td><td><a href="https://www.dndbeyond.com/spells/circle-of-power" target="_blank">circle of power</a></td></tr></table><p><span style="font-size: 18px"><strong>Binding Charms</strong></span></p><p>Starting at 3rd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description.</p><p></p><p>When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them).</p><p></p><p><span style="font-size: 18px"><strong>Coven Rite</strong></span></p><p>Beginning at level 3, you are a master of sharing spellcasting with others. At the end of a short or long rest, you may perform a ritual with other spellcasters, the ritual taking at least 10 minutes of the rest per spellcaster. You may give another willing caster your spell slots, or they may give you spell slots. They must expend a spell slot that they have to give you the spell slot, and you must do the same to give another caster a spell slot. The spell slot they gain must be of a level they could already cost, and they gain the slot equal to the level expended. The spell slot that they receive lasts until they use it or finish a long rest.</p><p></p><p>While you are performing this ritual, you gain an amount of Coven Points equal to your Intelligence modifier (minimum of one). When performing a ritual, you may expend Coven Points to give yourself or another spellcaster that is doing the ritual with you extra spell slots equal to the amount of Coven Points you expend, as long as they have spell slots of the level you give them. You regain all Coven Points at the end of a long rest.</p><p></p><p>At level 14, you may give a spell slot of 5th level or lower to a creature that has the Spellcasting or Pact Magic feature of a level spell slot they have while using this feature, expending no spell slot to do so. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of your next long rest.</p><p></p><p><span style="font-size: 18px"><strong> </strong></span></p><p><span style="font-size: 18px"><strong>Ability Score Improvement</strong></span></p><p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p><p></p><p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p><p></p><p><span style="font-size: 18px"><strong>New Spells</strong></span></p><p><strong>Witchcraft</strong></p><p>evocation cantrip</p><p></p><p>As a practitioner of witch magic and dark spells, you are adept at focusing your magical powers to shape the environment around you. As an action while holding a spellcasting focus, you can cause one of the following magical effects of your choice to immediately happen:</p><p></p><ul> <li data-xf-list-type="ul">You create an instantaneous, harmless eerie effect on a creature you can see within 10 feet, strong enough to be noticeable, but not strong enough to cause any damage or condition. This effect could be a shiver down their back, a slight headache, a piercing pain in a part of their body of your choice, a slight tingling sensation, or a slight increase or decrease in temperature.</li> <li data-xf-list-type="ul">You instantaneously light or snuff out a candle, a torch, or a small campfire within 10 feet of you.</li> <li data-xf-list-type="ul">You instantly soil an object no larger than 1 cubic foot within 10 feet of you.</li> <li data-xf-list-type="ul">You make a symbol, up to 10 words of text, or simple drawing appear on an object or surface within 10 feet of you for the next hour or until you dismiss it at any point (no action required).</li> <li data-xf-list-type="ul">You open or close an unlocked door, window, or shutter within 10 feet of you.</li> <li data-xf-list-type="ul">You alter the appearance of your eyes, hair, or one piece of clothing on you for the next hour or until you dismiss this change at any point (no action required).</li> </ul><p><span style="font-size: 18px"><strong><u>Subclasses</u></strong></span></p><p><span style="font-size: 18px"><strong></strong></span></p><p><span style="font-size: 18px"><strong>Light Line</strong></span></p><p>Occultists who practice light magic absorb and store light that they experience in their everyday lives, and use the energy to fuel their arcane spells. Though they are not born with this power, and do not bargain or barter for this power with extaplanar entities, they do learn to develop it. Using unearthly knowledge that they discover in their occult practices, they form a symbiotic relationship with radiation, harnessing it for their magic, and releasing it in bursts of bright power. Though those who use Light Magic most often are of the White Path, it is not uncommon to find practitioners of the Grey Path, or even more rarely the Black Path can use this line of magic.</p><p></p><p>Those of the White Path who practice the Light Line of magic typically focus on blessing others while blasting their enemies with bright light, similar to the sun's light. Those of the Grey Path who use the Light Line often cause themselves to glow as they surround themselves with wards, emitting dim light wherever they go. Black Path practitioners who use this line focus their absorbed energy into harmful radiation, cursing those who they despise and incinerating them with unearthly light. No matter their path, these occultists evoke powerful radiant energy which they use to blind, harm, and slay those they unleash their powers on.</p><p></p><p><strong>Line Spells</strong></p><p>You gain line spells a the occultist levels listed.</p><p></p><p><strong>Light Line Spells</strong></p><table style='width: 100%'><tr><th>OCCULTIST LEVEL</th><th>SPELLS</th></tr><tr><td>1st</td><td><a href="https://www.dndbeyond.com/spells/guiding-bolt" target="_blank">guiding bolt</a></td></tr><tr><td>3rd</td><td><a href="https://www.dndbeyond.com/spells/moonbeam" target="_blank">moonbeam</a></td></tr><tr><td>5th</td><td><a href="https://www.dndbeyond.com/spells/daylight" target="_blank">daylight</a></td></tr><tr><td>7th</td><td><a href="https://www.dndbeyond.com/spells/guardian-of-faith" target="_blank">guardian of faith</a></td></tr><tr><td>9th</td><td><a href="https://www.dndbeyond.com/spells/wall-of-light" target="_blank">wall of light</a></td></tr></table><p></p><p><strong>Bright Mage</strong></p><p>At level 1, you can surround yourself in an aura of bright, blinding light and blast others with this power. You know and can cast the <a href="https://www.dndbeyond.com/spells/sacred-flame" target="_blank">sacred flame</a>, and it counts as an occultist spell for you. As an action, you can choose to start shedding bright light in a 30 foot radius around you, and dim light an additional 30 feet. When you use this action, you can focus this light on any number of creatures in the range of the bright light of your choice, forcing them to make a Constitution saving throw against your spell save DC. On a failed save, they take radiant damage equal to 2d6 + your Intelligence modifier and become blinded, or half as much on a successful save and not become blinded. A blinded creature remains blinded for one minute, and can repeat the saving throw at the end of each of their turns, ending the effect on a success. This light remains until you dismiss it as an action or you become unconscious.</p><p></p><p>At level 7, the damage dice for this feature increases to 3d6, 4d6 at level 11, and 5d6 at 15th level.</p><p></p><p>Once you use this feature, you may not do so again until you finish a long rest. In order to use this ability, you must be within direct contact of bright light produced in a way other than this feature or your spells sometime during the day for at least one minute.</p><p></p><p><strong>One with Light</strong></p><p>Starting at 7th level, you are completely suffused with bright energy, giving you immunity to radiant damage. Additionally, when you cast a spell that deals radiant damage, instead of rolling for damage, you can instead deal the most damage possible with that spell. Once you use this ability, you cannot do so again until you finish a long rest.</p><p></p><p><strong>Draining Radiance</strong></p><p>When you gain this feature at level 11, your power over radiance allows you to better focus your light to harm others. Once on each of your turns, when you deal radiant damage to a creature with a spell of 1st-level or higher, you can force them to take one exhaustion. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest.</p><p></p><p><strong>Light Energy</strong></p><p>At 15th level, when you are in bright light, you can harm others with beams of light. While completely in bright light of any source, you can channel the energy you absorb into a beam of light. As a bonus action, make a ranged spell attack using your spell attack bonus to hit, choosing any creature or object within 60 feet of you to shoot a beam of bright light at. On a hit, you deal radiant damage equal to 2d10 + your occultist level.</p><p></p><p><span style="font-size: 18px"><strong>Earth Line</strong></span></p><p>The occultists who draw their energy from the earth fuel their power with power of nature. However, they are not like druids, shamans, and rangers, who receive their magic from nature spirits, deities, and primal powers. Instead, occultists who practice the ways of earth focus their powers from the innate magical energies of the earth and processes of life. They are more tamed and refined than druids, not embodying nature, and instead channeling it. All shades of occult paths can draw on the powers of nature.</p><p></p><p>Typically, an occultist who practices black magic typically steals their powers from nature, acting as magical leeches who use their stolen magic for selfish or dark purposes. A grey path occultist who uses the Earth Line for their magic typically draws their energy from nature's inherent magic, but focus these powers for defensive magic, protecting them and their allies with the powers of nature. Occultists of white magic use the energy that they borrow to empower other beings who protect nature, typically being friendly towards fey and woodland protectors, such as druids, treants, and wardens.</p><p></p><p><strong>Line Spells</strong></p><p>You gain line spells a the occultist levels listed.</p><p></p><p><strong>Earth Line Spells</strong></p><table style='width: 100%'><tr><th>OCCULTIST LEVEL</th><th>SPELLS</th></tr><tr><td>1st</td><td><a href="https://www.dndbeyond.com/spells/animal-friendship" target="_blank">animal friendship</a></td></tr><tr><td>3rd</td><td><a href="https://www.dndbeyond.com/spells/spike-growth" target="_blank">spike growth</a></td></tr><tr><td>5th</td><td><a href="https://www.dndbeyond.com/spells/erupting-earth" target="_blank">erupting earth</a></td></tr><tr><td>7th</td><td><a href="https://www.dndbeyond.com/spells/guardian-of-nature" target="_blank">guardian of nature</a></td></tr><tr><td>9th</td><td><a href="https://www.dndbeyond.com/spells/wrath-of-nature" target="_blank">wrath of nature</a></td></tr></table><p><strong>Primal Power</strong></p><p>At level 1, your spellcasting power feeds off of nature magic. You gain one druid cantrip of your choice. This cantrip becomes an occultist spell for you, and uses your Intelligence as your spellcasting ability. You also gain proficiency in Nature and Animal Handling and double your proficiency bonus when making an ability check with those skills.</p><p></p><p>Additionally, once on each of your turns, when you cast a spell that incapacitates a creature in any way, they have disadvantage on their saving throw against a spell.</p><p></p><p><strong>Warden of Nature</strong></p><p>When you gain this feature at 7th level, you are suffused by earthly magic that powers your primal spells. When you cast an occultist spell using a spell slot of 1st-level or higher that deals poison, fire, lightning, cold, or thunder damage, you may roll an extra damage dice for the spell and add it to the total damage. Once you use this feature, you cannot do so again until the start of your next turn.</p><p></p><p>At level 15, this increased damage dice increases to 2 extra damage dice, and 3 extra at 19th level.</p><p></p><p><strong>Magic of the Wilds</strong></p><p>Beginning at level 11, you gain the ability to spread your magic. As a reaction, when a creature fails their saving throw against a spell you cast targeting them on this turn, you may choose another creature within 30 feet of the first creature must make the same spell, becoming effected by it on a failed save. If the spell requires concentration, you may maintain concentration on both effects at the same time.</p><p></p><p>Once you use this feature, you cannot do so again until you take a long rest.</p><p></p><p><strong>Earth's Strength</strong></p><p>Starting at 15th level, you are empowered by the earth. While you are on the ground, you have resistance to bludgeoning, piercing, and slashing damage from all attacks not made with magical metallic weapons and have advantage on Strength checks.</p><p></p><p><strong><span style="font-size: 18px">Umbra Line</span></strong></p><p>An occultist who practices gloaming magic of the Umbra Line draws their magic from shadows and pure darkness. Though these occultists often are followers of the Black Path of magic, they are not restricted to that unearthly way. Many of these occultists have a sort of connection with the Shadowfell, not a pact or changed bloodline, but often more of a bond with it. Shadows are present in the lack of light, so any magical being or individual that uses darkness could become bound with the plane of shadows. Umbran occultists use shadows to their benefit, channeling the dark magic of them to fuel their magic.</p><p></p><p>Occultists who follow the Line of Umbra as well as the White Path of magic are relatively rare, but use their powers of sculpting darkness to aid themselves and their allies and protect them from the attacks of those who cannot see in their darkness. A Grey Path occultist of this line can focus their shadow powers to shield themselves from attacks, and hide them while they use spells on others. An occultist who follows the Black Path and uses the Umbra Line is usually a dark soul, one who haunts others, blinding them and cursing them with gloomy magic.</p><p></p><p><strong>Line Spells</strong></p><p>You gain line spells a the occultist levels listed.</p><p></p><p><strong>Umbra Line Spells</strong></p><p></p><table style='width: 100%'><tr><th>OCCULTIST LEVEL</th><th>SPELLS</th></tr><tr><td>1st</td><td><a href="https://www.dndbeyond.com/spells/fog-cloud" target="_blank">fog cloud</a></td></tr><tr><td>3rd</td><td><a href="https://www.dndbeyond.com/spells/darkness" target="_blank">darkness</a></td></tr><tr><td>5th</td><td><a href="https://www.dndbeyond.com/spells/phantom-steed" target="_blank">phantom steed</a></td></tr><tr><td>7th</td><td><a href="https://www.dndbeyond.com/spells/phantasmal-killer" target="_blank">phantasmal killer</a></td></tr><tr><td>9th</td><td><a href="https://www.dndbeyond.com/spells/negative-energy-flood" target="_blank">negative energy flood</a></td></tr></table><p><strong>Shadow Spells</strong></p><p>At 1st level, you are siphon your magic from arcane darkness and obscuring shadows. Choose one necromancy cantrip from any spell list, which you know and can cast as an occultist spell, not counting against the maximum amount of cantrips that you can know. You also gain darkvision of 120 feet, and can see through magical darkness using this darkvision. As an action, you can wreath yourself in a dark aura, which extends in every direction (but not through total cover) 30 feet. In areas of dim light, it becomes darkness, areas of bright light become dim light, and areas of darkness become magical darkness. This aura lasts for a minute or until you're knocked unconscious. When you first use this feature, each creature of your choice within range make a Constitution saving throw against your spell save DC or take necrotic damage equal to 2d6 + your Intelligence modifier, or half as much on a successful save.</p><p></p><p>At level 7, the damage dice for this feature increases to 3d6, 4d6 at level 11, and 5d6 at 15th level.</p><p></p><p>Once you use this feature, you may not do so again until you finish a long rest. In order to use this ability, you must be within direct contact of darkness produced in a way other than this feature or your spells sometime during the day for at least one minute.</p><p></p><p><strong>Dark One</strong></p><p>Beginning at level 7, you gain immunity to necrotic damage. Additionally, when you cast a spell that deals necrotic damage, instead of rolling for damage, you can instead deal the most damage possible with that spell. Once you use this ability, you cannot do so again until you finish a long rest.</p><p></p><p><strong>Blinding Gloom</strong></p><p>When you gain this feature at 11th level, you are better at using your dark powers to blind others. As a reaction, when you deal necrotic damage to a creature or they fail a saving throw against a spell you cast, they become blinded until the end of your next turn.</p><p></p><p><strong>The Power of Midnight</strong></p><p>At 15th level, when you are in darkness, you can harm others with bursts of darkness. While completely in darkness, you may use a bonus action to make a ranged spell attack, dealing necrotic damage equal to 2d10 + your occultist level on a hit. Your bonus to hit for this is your spell attack modifier.</p><p>[/SPOILER]</p><p></p><p>Okay, that's the class so far. I would like feedback if you have any.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8090204, member: 7023887"] Here's a rough draft for the Occultist class I've mentioned a few times. [SPOILER="Occultist"] [TABLE] [TR] [TH]Level[/TH] [TH]Proficiency Bonus[/TH] [TH]Features[/TH] [TH]Cantrips Known[/TH] [TH]1st[/TH] [TH]2nd[/TH] [TH]3rd[/TH] [TH]4th[/TH] [TH]5th[/TH] [TH]6th[/TH] [TH]7th[/TH] [TH]8th[/TH] [TH]9th[/TH] [/TR] [TR] [TD]1st[/TD] [TD]+2[/TD] [TD]Spellcasting, Magic Line[/TD] [TD]4[/TD] [TD]2[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]+2[/TD] [TD]Unearthly Path[/TD] [TD]4[/TD] [TD]3[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]+2[/TD] [TD]Coven Magic, Binding Charms[/TD] [TD]4[/TD] [TD]4[/TD] [TD]2[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]4th[/TD] [TD]+2[/TD] [TD]Ability Score Improvement[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]5th[/TD] [TD]+3[/TD] [TD]─[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]2[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]6th[/TD] [TD]+3[/TD] [TD]─[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]7th[/TD] [TD]+3[/TD] [TD]Magic Line feature[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]1[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]8th[/TD] [TD]+3[/TD] [TD]Ability Score Improvement[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]9th[/TD] [TD]+4[/TD] [TD]─[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]1[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]10th[/TD] [TD]+4[/TD] [TD]─[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]11th[/TD] [TD]+4[/TD] [TD]Magic Line feature[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]12th[/TD] [TD]+4[/TD] [TD]Ability Score Improvement[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]13th[/TD] [TD]+5[/TD] [TD]─[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [TD]1[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]14th[/TD] [TD]+5[/TD] [TD]Improved Coven Magic[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [TD]1[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]15th[/TD] [TD]+5[/TD] [TD]Magic Line feature[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [TD]—[/TD] [/TR] [TR] [TD]16th[/TD] [TD]+5[/TD] [TD]Ability Score Improvement[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [TD]—[/TD] [/TR] [TR] [TD]17th[/TD] [TD]+6[/TD] [TD]─[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [/TR] [TR] [TD]18th[/TD] [TD]+6[/TD] [TD]─[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [/TR] [TR] [TD]19th[/TD] [TD]+6[/TD] [TD]Unearthly Powers[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]1[/TD] [TD]1[/TD] [TD]1[/TD] [/TR] [TR] [TD]20th[/TD] [TD]+6[/TD] [TD]Occult Mage[/TD] [TD]4[/TD] [TD]4[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]3[/TD] [TD]2[/TD] [TD]2[/TD] [TD]1[/TD] [TD]1[/TD] [/TR] [/TABLE] [SIZE=5][B]Class Features[/B][/SIZE] As an occultist, you gain the following class features. [B]Hit Points[/B] Hit Dice: 1d6 per occultist level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per occultist level after 1st [B]Proficiencies[/B] Armor: None Weapons: Simple weapons Tools: Brewers' Tools or Alchemists' Supplies Saving Throws: Intelligence, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Deception, Sleight of Hand [B]Equipment[/B] You start with the following equipment, in addition to the equipment granted by your background: [LIST] [*]any simple weapon of your choice [*](a) a component pouch or (b) a trinket or (c) an arcane focus [*](a) a scholar's pack or (b) an explorer's pack [*]A grimoire [/LIST] [SIZE=5][B]Spellcasting[/B][/SIZE] As a practitioner of arcane magic, you have a grimoire containing spells that allow you to channel your dark spells. [B]Cantrips[/B] At 1st level, you know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table. [B]Grimoire[/B] At 1st level, you have 2 occultist spells that have the ritual tag written in your grimoire. Your grimoire is where you write your ritual spells, and can cast those spells only while holding your grimoire. If you cast a ritual spell from your grimoire as its original casting time, you don't need to prepare that spell, and must be holding your grimoire at the time of the casting. You cannot prepare spells that have the ritual tag, and can only prepare spells that are not in your grimoire. (Copying ritual spells into the book functions as copying a spell into a spellbook from the wizard sidebar.) [B]Preparing and Casting Spells[/B] The Occultist table shows how many spell slots you have to cast your witch spells. To cast one of your witch spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 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 an amount of occultist spells equal to your Intelligence modifier + your witch level. These spells must be of a level that you have spell slots. For example, if you’re a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell [I]hex[/I], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of occultist spells requires time spent doing dark rites using your spellcasting focus and grimoire: at least 1 minute per spell level for each spell on your list. [B]Spellcasting Ability[/B] Intelligence is your spellcasting ability for your occultist spells: your understanding of the dark threads of magic allow you to wield these spells with superior skill. You use your Intelligence whenever a occultist spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an occultist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier [B]Ritual Casting[/B] You can cast a occultist spell as a ritual if that spell has the ritual tag and is written in your grimoire. [B]Spellcasting Focus[/B] You can use an arcane focus or any of the following items as a spellcasting focus for your witch spells; lantern, crystal ball, candle, needle, a jar, a bottle, fragment of obsidian, or a skull. [B]Occultist Spell List[/B] Here's the list of spells you consult when you learn an occultist spell. The list is organized by spell level, not character level. These spells are from the Player's Handbook and Xanathar's Guide to Everything [B]Cantrips (0 Level)[/B] [I]acid splash chill touch dancing lights friends infestation light mage hand mending message minor illusion poison spray primal savagery thorn whip toll the dead witchcraft[/I] (see end of class description) [B]1st Level[/B] [I]armor of agathys cause fear charm person command comprehend languages cure wounds detect magic disguise self dissonant whispers faerie fire false life feather fall hellish rebuke hex identify inflict wounds jump longstrider mage armor protection from evil and good ray of sickness silent image sleep speak with animals tasha's hideous laughter unseen servant witch bolt[/I] [B]2nd Level[/B] [I]alter self animal messenger blindness/deafness blur cloud of daggers continual flame crown of madness darkness darkvision detect thoughts earthbind enhance ability enthrall heat metal hold person invisibility levitate locate object magic mouth melf's acid arrow misty step phantasmal force ray of enfeeblement rope trick scorching ray see invisibility shadow blade skywrite spider climb suggestion web[/I] [B]3rd Level[/B] [I]bestow curse blink clairvoyance counterspell dispell magic fear feign death fly glyph of warding haste hypnotic pattern leomund's tiny hut life transference magic circle major image nondetection phantom steed remove curse sending slow speak with dead spirit guardians stinking cloud summon lesser demons tongues vampiric touch[/I] [B]4th Level[/B] [I]arcane eye banishment blight charm monster compulsion confusion conjure woodland beings divination evard's black tentacles giant insect greater invisibility hallucinatory terrain leomund's secret chest locate creature mordenkainen's faithful hound mordenkainen's private sanctum phantasmal killer polymorph shadow of moil sickening radiance summon greater demon vitriolic sphere[/I] [B]5th Level[/B] [I]animate objects antilife shell awaken cloudkill contact other plane contagion dominate person dream enervation far step geas hold monster infernal calling insect plague legend lore mislead modify memory negative energy flood planar binding rary's telepathic bond scrying seeming teleportation circle[/I] [B]6th Level[/B] [I]circle of death conjure fey create homunculus disintegrate eyebite flesh to stone harm magic jar mass suggestion mental prison otto's irresistible dance programmed illusion soul cage true seeing wall of thorns[/I] [B]7th Level[/B] [I]etherealness finger of death mirage arcane mordenkainen's magnificent mansion plane shift project image sequester simulacrum symbol[/I] [B]8th Level[/B] [I]abi-dalzim's horrid wilting antimagic field antipathy/sympathy clone demiplane dominate monster feeblemind glibness illusory dragon maddening darkness maze mind blank power word stun[/I] [B]9th Level[/B] [I]foresight gate imprisonment mass polymorph power word kill psychic scream true polymorph weird wish[/I] [SIZE=5][B]Magic Line[/B][/SIZE] At 1st level, you choose your favored source of magic. You can focus on one specific archetype of magic, allowing you to gain more power in that specific field of magic. Choose from one of the ways to focus your magic: Blood Line, Bone Magic, Familiar Magic, Morph Magic, Earth Magic, Light Magic, Dark Magic, and Mixture Magic, all detailed at the end of the class description. Your choice grants you features at 1st level, and again at 7th, 11th, and 15th level. [SIZE=5][B]Unearthly Path[/B][/SIZE] At level 2, you choose the type of magic that fuels your spells and other occult abilities, ranging from dark aberrant powers to light blessing magic. Pick one of the following paths: Black Path, Grey Path, or White Path. Those who practice dark magic typically lean towards evil arts and tempted by darker beings, practitioners of grey magic normally are neutral and empower themselves, while studiers white magic support their allies and are most often good. When you choose your Unearthly Path, you gain an ability listed below, corresponding to the path you choose. [B]Dark Malediction[/B] You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects: [LIST] [*]They gain one exhaustion. [*]They take extra damage from your spells and attacks equal to your Intelligence modifier (minimum of one damage). [*]They have disadvantage on the first attack roll they make on each of their turns. [*]They cannot make reactions. [/LIST] Once you use this feature, you cannot do so again until you finish a short or long rest. Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare. [B]Path Spells Black Path Spells[/B] [TABLE] [TR] [TH]OCCULTIST LEVEL[/TH] [TH]SPELLS[/TH] [/TR] [TR] [TD]1st[/TD] [TD][URL='https://www.dndbeyond.com/spells/hex']hex[/URL][/TD] [/TR] [TR] [TD]3rd[/TD] [TD][URL='https://www.dndbeyond.com/spells/blindness-deafness']blindness/deafness[/URL][/TD] [/TR] [TR] [TD]5th[/TD] [TD][URL='https://www.dndbeyond.com/spells/bestow-curse']bestow curse[/URL][/TD] [/TR] [TR] [TD]7th[/TD] [TD][URL='https://www.dndbeyond.com/spells/compulsion']compulsion[/URL][/TD] [/TR] [TR] [TD]9th[/TD] [TD][URL='https://www.dndbeyond.com/spells/dream']dream[/URL][/TD] [/TR] [/TABLE] [B]Pallid Aura[/B] You gain resistance to force damage, as well as the ability to shield and empower yourself from others' harmful effects. As a bonus action, you can surround yourself in a pale aura of protecting energy. This ward lasts for 1 minute or until you drop to 0 hit points, and grants you the following effects: [LIST] [*]You gain an amount of temporary hit points equal to your occultist level + your Intelligence modifier (minimum of 1 hit point). [*]When you make a saving throw against an effect that would damage you, you may use your reaction to make the saving throw at advantage. [*]You have advantage on ability checks made on your turn. [/LIST] Once you use this feature, you cannot do so again until you take a short or long rest. Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare. [B]Path Spells Grey Path Spells[/B] [TABLE] [TR] [TH]OCCULTIST LEVEL[/TH] [TH]SPELLS[/TH] [/TR] [TR] [TD]1st[/TD] [TD][URL='https://www.dndbeyond.com/spells/shield']shield[/URL][/TD] [/TR] [TR] [TD]3rd[/TD] [TD][URL='https://www.dndbeyond.com/spells/barkskin']barkskin[/URL][/TD] [/TR] [TR] [TD]5th[/TD] [TD][URL='https://www.dndbeyond.com/spells/protection-from-energy']protection from energy[/URL][/TD] [/TR] [TR] [TD]7th[/TD] [TD][URL='https://www.dndbeyond.com/spells/stoneskin']stoneskin[/URL][/TD] [/TR] [TR] [TD]9th[/TD] [TD][URL='https://www.dndbeyond.com/spells/wall-of-force']wall of force[/URL][/TD] [/TR] [/TABLE] [B]Ivory Benison[/B] You gain resistance to radiant damage, as well as the ability to bestow a beneficial charm upon an ally or yourself. As a bonus action, choose one willing creature within 60 feet of you (including yourself) to give this blessing to. This blessing lasts for 1 minute or until the blessed creature drops to 0 hit points, granting them the following benefits: [LIST] [*]Attack rolls made to attack that creature are made at disadvantage. [*]They regain an amount of hit points at the start of each of their turns equal to your proficiency bonus. [*]They have advantage on the first attack roll they make on each of their turn. [/LIST] Once you use this feature, you cannot do so again until you take a short or long rest. Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare. [B]Path Spells White Path Spells[/B] [TABLE] [TR] [TH]OCCULTIST LEVEL[/TH] [TH]SPELLS[/TH] [/TR] [TR] [TD]1st[/TD] [TD][URL='https://www.dndbeyond.com/spells/bless']bless[/URL][/TD] [/TR] [TR] [TD]3rd[/TD] [TD][URL='https://www.dndbeyond.com/spells/aid']aid[/URL][/TD] [/TR] [TR] [TD]5th[/TD] [TD][URL='https://www.dndbeyond.com/spells/beacon-of-hope']beacon of hope[/URL][/TD] [/TR] [TR] [TD]7th[/TD] [TD][URL='https://www.dndbeyond.com/spells/death-ward']death ward[/URL][/TD] [/TR] [TR] [TD]9th[/TD] [TD][URL='https://www.dndbeyond.com/spells/circle-of-power']circle of power[/URL][/TD] [/TR] [/TABLE] [SIZE=5][B]Binding Charms[/B][/SIZE] Starting at 3rd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description. When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them). [SIZE=5][B]Coven Rite[/B][/SIZE] Beginning at level 3, you are a master of sharing spellcasting with others. At the end of a short or long rest, you may perform a ritual with other spellcasters, the ritual taking at least 10 minutes of the rest per spellcaster. You may give another willing caster your spell slots, or they may give you spell slots. They must expend a spell slot that they have to give you the spell slot, and you must do the same to give another caster a spell slot. The spell slot they gain must be of a level they could already cost, and they gain the slot equal to the level expended. The spell slot that they receive lasts until they use it or finish a long rest. While you are performing this ritual, you gain an amount of Coven Points equal to your Intelligence modifier (minimum of one). When performing a ritual, you may expend Coven Points to give yourself or another spellcaster that is doing the ritual with you extra spell slots equal to the amount of Coven Points you expend, as long as they have spell slots of the level you give them. You regain all Coven Points at the end of a long rest. At level 14, you may give a spell slot of 5th level or lower to a creature that has the Spellcasting or Pact Magic feature of a level spell slot they have while using this feature, expending no spell slot to do so. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of your next long rest. [SIZE=5][B] Ability Score Improvement[/B][/SIZE] When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. [SIZE=5][B]New Spells[/B][/SIZE] [B]Witchcraft[/B] evocation cantrip As a practitioner of witch magic and dark spells, you are adept at focusing your magical powers to shape the environment around you. As an action while holding a spellcasting focus, you can cause one of the following magical effects of your choice to immediately happen: [LIST] [*]You create an instantaneous, harmless eerie effect on a creature you can see within 10 feet, strong enough to be noticeable, but not strong enough to cause any damage or condition. This effect could be a shiver down their back, a slight headache, a piercing pain in a part of their body of your choice, a slight tingling sensation, or a slight increase or decrease in temperature. [*]You instantaneously light or snuff out a candle, a torch, or a small campfire within 10 feet of you. [*]You instantly soil an object no larger than 1 cubic foot within 10 feet of you. [*]You make a symbol, up to 10 words of text, or simple drawing appear on an object or surface within 10 feet of you for the next hour or until you dismiss it at any point (no action required). [*]You open or close an unlocked door, window, or shutter within 10 feet of you. [*]You alter the appearance of your eyes, hair, or one piece of clothing on you for the next hour or until you dismiss this change at any point (no action required). [/LIST] [SIZE=5][B][U]Subclasses[/U] Light Line[/B][/SIZE] Occultists who practice light magic absorb and store light that they experience in their everyday lives, and use the energy to fuel their arcane spells. Though they are not born with this power, and do not bargain or barter for this power with extaplanar entities, they do learn to develop it. Using unearthly knowledge that they discover in their occult practices, they form a symbiotic relationship with radiation, harnessing it for their magic, and releasing it in bursts of bright power. Though those who use Light Magic most often are of the White Path, it is not uncommon to find practitioners of the Grey Path, or even more rarely the Black Path can use this line of magic. Those of the White Path who practice the Light Line of magic typically focus on blessing others while blasting their enemies with bright light, similar to the sun's light. Those of the Grey Path who use the Light Line often cause themselves to glow as they surround themselves with wards, emitting dim light wherever they go. Black Path practitioners who use this line focus their absorbed energy into harmful radiation, cursing those who they despise and incinerating them with unearthly light. No matter their path, these occultists evoke powerful radiant energy which they use to blind, harm, and slay those they unleash their powers on. [B]Line Spells[/B] You gain line spells a the occultist levels listed. [B]Light Line Spells[/B] [TABLE] [TR] [TH]OCCULTIST LEVEL[/TH] [TH]SPELLS[/TH] [/TR] [TR] [TD]1st[/TD] [TD][URL='https://www.dndbeyond.com/spells/guiding-bolt']guiding bolt[/URL][/TD] [/TR] [TR] [TD]3rd[/TD] [TD][URL='https://www.dndbeyond.com/spells/moonbeam']moonbeam[/URL][/TD] [/TR] [TR] [TD]5th[/TD] [TD][URL='https://www.dndbeyond.com/spells/daylight']daylight[/URL][/TD] [/TR] [TR] [TD]7th[/TD] [TD][URL='https://www.dndbeyond.com/spells/guardian-of-faith']guardian of faith[/URL][/TD] [/TR] [TR] [TD]9th[/TD] [TD][URL='https://www.dndbeyond.com/spells/wall-of-light']wall of light[/URL][/TD] [/TR] [/TABLE] [B]Bright Mage[/B] At level 1, you can surround yourself in an aura of bright, blinding light and blast others with this power. You know and can cast the [URL='https://www.dndbeyond.com/spells/sacred-flame']sacred flame[/URL], and it counts as an occultist spell for you. As an action, you can choose to start shedding bright light in a 30 foot radius around you, and dim light an additional 30 feet. When you use this action, you can focus this light on any number of creatures in the range of the bright light of your choice, forcing them to make a Constitution saving throw against your spell save DC. On a failed save, they take radiant damage equal to 2d6 + your Intelligence modifier and become blinded, or half as much on a successful save and not become blinded. A blinded creature remains blinded for one minute, and can repeat the saving throw at the end of each of their turns, ending the effect on a success. This light remains until you dismiss it as an action or you become unconscious. At level 7, the damage dice for this feature increases to 3d6, 4d6 at level 11, and 5d6 at 15th level. Once you use this feature, you may not do so again until you finish a long rest. In order to use this ability, you must be within direct contact of bright light produced in a way other than this feature or your spells sometime during the day for at least one minute. [B]One with Light[/B] Starting at 7th level, you are completely suffused with bright energy, giving you immunity to radiant damage. Additionally, when you cast a spell that deals radiant damage, instead of rolling for damage, you can instead deal the most damage possible with that spell. Once you use this ability, you cannot do so again until you finish a long rest. [B]Draining Radiance[/B] When you gain this feature at level 11, your power over radiance allows you to better focus your light to harm others. Once on each of your turns, when you deal radiant damage to a creature with a spell of 1st-level or higher, you can force them to take one exhaustion. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest. [B]Light Energy[/B] At 15th level, when you are in bright light, you can harm others with beams of light. While completely in bright light of any source, you can channel the energy you absorb into a beam of light. As a bonus action, make a ranged spell attack using your spell attack bonus to hit, choosing any creature or object within 60 feet of you to shoot a beam of bright light at. On a hit, you deal radiant damage equal to 2d10 + your occultist level. [SIZE=5][B]Earth Line[/B][/SIZE] The occultists who draw their energy from the earth fuel their power with power of nature. However, they are not like druids, shamans, and rangers, who receive their magic from nature spirits, deities, and primal powers. Instead, occultists who practice the ways of earth focus their powers from the innate magical energies of the earth and processes of life. They are more tamed and refined than druids, not embodying nature, and instead channeling it. All shades of occult paths can draw on the powers of nature. Typically, an occultist who practices black magic typically steals their powers from nature, acting as magical leeches who use their stolen magic for selfish or dark purposes. A grey path occultist who uses the Earth Line for their magic typically draws their energy from nature's inherent magic, but focus these powers for defensive magic, protecting them and their allies with the powers of nature. Occultists of white magic use the energy that they borrow to empower other beings who protect nature, typically being friendly towards fey and woodland protectors, such as druids, treants, and wardens. [B]Line Spells[/B] You gain line spells a the occultist levels listed. [B]Earth Line Spells[/B] [TABLE] [TR] [TH]OCCULTIST LEVEL[/TH] [TH]SPELLS[/TH] [/TR] [TR] [TD]1st[/TD] [TD][URL='https://www.dndbeyond.com/spells/animal-friendship']animal friendship[/URL][/TD] [/TR] [TR] [TD]3rd[/TD] [TD][URL='https://www.dndbeyond.com/spells/spike-growth']spike growth[/URL][/TD] [/TR] [TR] [TD]5th[/TD] [TD][URL='https://www.dndbeyond.com/spells/erupting-earth']erupting earth[/URL][/TD] [/TR] [TR] [TD]7th[/TD] [TD][URL='https://www.dndbeyond.com/spells/guardian-of-nature']guardian of nature[/URL][/TD] [/TR] [TR] [TD]9th[/TD] [TD][URL='https://www.dndbeyond.com/spells/wrath-of-nature']wrath of nature[/URL][/TD] [/TR] [/TABLE] [B]Primal Power[/B] At level 1, your spellcasting power feeds off of nature magic. You gain one druid cantrip of your choice. This cantrip becomes an occultist spell for you, and uses your Intelligence as your spellcasting ability. You also gain proficiency in Nature and Animal Handling and double your proficiency bonus when making an ability check with those skills. Additionally, once on each of your turns, when you cast a spell that incapacitates a creature in any way, they have disadvantage on their saving throw against a spell. [B]Warden of Nature[/B] When you gain this feature at 7th level, you are suffused by earthly magic that powers your primal spells. When you cast an occultist spell using a spell slot of 1st-level or higher that deals poison, fire, lightning, cold, or thunder damage, you may roll an extra damage dice for the spell and add it to the total damage. Once you use this feature, you cannot do so again until the start of your next turn. At level 15, this increased damage dice increases to 2 extra damage dice, and 3 extra at 19th level. [B]Magic of the Wilds[/B] Beginning at level 11, you gain the ability to spread your magic. As a reaction, when a creature fails their saving throw against a spell you cast targeting them on this turn, you may choose another creature within 30 feet of the first creature must make the same spell, becoming effected by it on a failed save. If the spell requires concentration, you may maintain concentration on both effects at the same time. Once you use this feature, you cannot do so again until you take a long rest. [B]Earth's Strength[/B] Starting at 15th level, you are empowered by the earth. While you are on the ground, you have resistance to bludgeoning, piercing, and slashing damage from all attacks not made with magical metallic weapons and have advantage on Strength checks. [B][SIZE=5]Umbra Line[/SIZE][/B] An occultist who practices gloaming magic of the Umbra Line draws their magic from shadows and pure darkness. Though these occultists often are followers of the Black Path of magic, they are not restricted to that unearthly way. Many of these occultists have a sort of connection with the Shadowfell, not a pact or changed bloodline, but often more of a bond with it. Shadows are present in the lack of light, so any magical being or individual that uses darkness could become bound with the plane of shadows. Umbran occultists use shadows to their benefit, channeling the dark magic of them to fuel their magic. Occultists who follow the Line of Umbra as well as the White Path of magic are relatively rare, but use their powers of sculpting darkness to aid themselves and their allies and protect them from the attacks of those who cannot see in their darkness. A Grey Path occultist of this line can focus their shadow powers to shield themselves from attacks, and hide them while they use spells on others. An occultist who follows the Black Path and uses the Umbra Line is usually a dark soul, one who haunts others, blinding them and cursing them with gloomy magic. [B]Line Spells[/B] You gain line spells a the occultist levels listed. [B]Umbra Line Spells[/B] [TABLE] [TR] [TH]OCCULTIST LEVEL[/TH] [TH]SPELLS[/TH] [/TR] [TR] [TD]1st[/TD] [TD][URL='https://www.dndbeyond.com/spells/fog-cloud']fog cloud[/URL][/TD] [/TR] [TR] [TD]3rd[/TD] [TD][URL='https://www.dndbeyond.com/spells/darkness']darkness[/URL][/TD] [/TR] [TR] [TD]5th[/TD] [TD][URL='https://www.dndbeyond.com/spells/phantom-steed']phantom steed[/URL][/TD] [/TR] [TR] [TD]7th[/TD] [TD][URL='https://www.dndbeyond.com/spells/phantasmal-killer']phantasmal killer[/URL][/TD] [/TR] [TR] [TD]9th[/TD] [TD][URL='https://www.dndbeyond.com/spells/negative-energy-flood']negative energy flood[/URL][/TD] [/TR] [/TABLE] [B]Shadow Spells[/B] At 1st level, you are siphon your magic from arcane darkness and obscuring shadows. Choose one necromancy cantrip from any spell list, which you know and can cast as an occultist spell, not counting against the maximum amount of cantrips that you can know. You also gain darkvision of 120 feet, and can see through magical darkness using this darkvision. As an action, you can wreath yourself in a dark aura, which extends in every direction (but not through total cover) 30 feet. In areas of dim light, it becomes darkness, areas of bright light become dim light, and areas of darkness become magical darkness. This aura lasts for a minute or until you're knocked unconscious. When you first use this feature, each creature of your choice within range make a Constitution saving throw against your spell save DC or take necrotic damage equal to 2d6 + your Intelligence modifier, or half as much on a successful save. At level 7, the damage dice for this feature increases to 3d6, 4d6 at level 11, and 5d6 at 15th level. Once you use this feature, you may not do so again until you finish a long rest. In order to use this ability, you must be within direct contact of darkness produced in a way other than this feature or your spells sometime during the day for at least one minute. [B]Dark One[/B] Beginning at level 7, you gain immunity to necrotic damage. Additionally, when you cast a spell that deals necrotic damage, instead of rolling for damage, you can instead deal the most damage possible with that spell. Once you use this ability, you cannot do so again until you finish a long rest. [B]Blinding Gloom[/B] When you gain this feature at 11th level, you are better at using your dark powers to blind others. As a reaction, when you deal necrotic damage to a creature or they fail a saving throw against a spell you cast, they become blinded until the end of your next turn. [B]The Power of Midnight[/B] At 15th level, when you are in darkness, you can harm others with bursts of darkness. While completely in darkness, you may use a bonus action to make a ranged spell attack, dealing necrotic damage equal to 2d10 + your occultist level on a hit. Your bonus to hit for this is your spell attack modifier. [/SPOILER] Okay, that's the class so far. I would like feedback if you have any. [/QUOTE]
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