Hit Points
Proficiencies
Occultist
| Level | Proficiency Bonus | Features | Occult Rites | Cantrips Known | Spells Known |
|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Occult Tradition | 0 | 3 | 3 |
| 2 | + 2 | Spellcasting Occult Tradition | 2 | 3 | 4 |
| 3 | + 2 | Spellcasting Occult Tradition | 2 | 3 | 5 |
| 4 | + 2 | Spellcasting Occult Tradition | 2 | 4 | 6 |
| 5 | + 3 | Spellcasting Occult Tradition | 3 | 4 | 7 |
| 6 | + 3 | Spellcasting Occult Tradition | 3 | 4 | 8 |
| 7 | + 3 | Spellcasting Occult Tradition | 4 | 4 | 9 |
| 8 | + 3 | Spellcasting Occult Tradition | 4 | 4 | 10 |
| 9 | + 4 | Spellcasting Occult Tradition | 5 | 4 | 11 |
| 10 | + 4 | Spellcasting Occult Tradition | 5 | 5 | 12 |
| 11 | + 4 | Spellcasting Occult Tradition | 5 | 5 | 13 |
| 12 | + 4 | Spellcasting Occult Tradition | 6 | 5 | 14 |
| 13 | + 5 | Spellcasting Occult Tradition | 6 | 5 | 15 |
| 14 | + 5 | Spellcasting Occult Tradition | 6 | 5 | 16 |
| 15 | + 5 | Spellcasting Occult Tradition | 7 | 5 | 17 |
| 16 | + 5 | Spellcasting Occult Tradition | 7 | 5 | 18 |
| 17 | + 6 | Spellcasting Occult Tradition | 7 | 5 | 19 |
| 18 | + 6 | Spellcasting Occult Tradition | 8 | 5 | 20 |
| 19 | + 6 | Spellcasting Occult Tradition | 8 | 5 | 20 |
| 20 | + 6 | Spellcasting Occult Tradition | 8 | 5 | 20 |
Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Occult Tradition | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Occult Tradition | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Occult Tradition | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Occult Tradition | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Occult Tradition | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Occult Tradition | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Occult Tradition | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Occult Tradition | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Occult Tradition | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Spells
Class Features
Level 1
Level 10
Level 12
Level 14
Level 16
Level 19
Level 2
Level 20
Level 3
Level 4
Level 6
Level 8
Spells Known Progression
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Spells Known | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 |
Caster Progression
Cantrip Progression
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Known | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Starting Equipment
Class Features
Spellcasting (Level 1)
As a practitioner of occult magic, you have inherited and developed techniques to manipulate reality through mediums of rituals, spirits, elements, and more. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Occultist spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the Occultist spell list. You learn additional Occultist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table.
Spell Slots
The Occultist table shows how many spell slots you have to cast your Occultist spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell lightning tendril and have a 1st-level and a 2nd-level spell slot available, you can cast lightning tendril using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the Occultist spell list.
The Spells Known column of the Occultist table shows when you learn more Occultist spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Occultist spells you know and replace it with another spell from the Occultist spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Occultist spells. Your magic comes from a practitioner's knowledge of tradition, ritual, and the way things work learned through experience, care, and cunning. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast any Occultist spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use an occult fetish as a spellcasting focus for your Occultist spells.
Occult Fetish
Similar to a holy symbol or an arcane focus, an occult fetish is a magical focus, but one that functions for the Occultist. It can be almost anything, though usually has a somewhat macabre bent, such as a skull decorated with feathers or pendant decorated with teeth and runes. You can buy or make one for 10 gp, and it typically weighs about 1 lb.
Occult Tradition (Level 1)
Choose an occult tradition, shaping your techniques, features, and rites available to you from the following: Witch, Hedge Mage, Oracle, Shaman, Spiritualist, or Voidwatcher.
Your choice grants you features at 1st level, 3rd level, 6th level, and 14th level.
Occult Rites (Level 2)
As you delve into your Tradition of occult magic, you find deviations and branches to explore that help you specialize and perfect your craft in the way that best suits you.
At 2nd Level, you gain two Occult Rites of your choice. Your occult rites options are detailed at the end of the occult tradition description for tradition specific Rites, and at the end of the class description for general rites. You can select from either your tradition or class list. When you gain certain Occultist levels, you gain additional occult rites of your choice.
Additionally, when you gain a level in this class, you can choose one of the Occult Rites you know and replace it with another occult rite that you could learn at that level. A level prerequisite in an Occult Rite refers to Occultist level, not character level.
Class and Subclass Rites
Each occult tradition has specific rites that only they can select, and for each tradition, these are added to the pool of rites with the class rites you can select. You can select from either list when you are selecting a new rite.
Losing Invested Objects
If a Rite creates an object, you can recreate that object if it is lost or destroyed. If the rules are not specified elsewhere, it is a process that requires any base object the Rite did and 4 hours of time. If the original still exists anywhere, it loses its magical properties when you complete this process.
Occult Tradition feature (Level 3)
At 3rd level, you gain a feature from your Occult Tradition.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Occult Tradition feature (Level 6)
At 6th level, you gain a feature from your Occult Tradition.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Traditional Expertise (Level 10)
Starting at 10th level, your passed down knowledge of tradition gives you expertise in a skill of your tradition; choose one of your skill proficiencies from Animal Handling, Arcana, Medicine, Nature, Religion, Survival. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. If you do not have proficiency in any of the selected skills, you can instead gain proficiency in one of your choice.
Additionally, when you make a Wisdom ability check, you can draw upon your tradition and expend a spell slot to gain advantage on the check.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Occult Tradition feature (Level 14)
At 14th level, you gain a feature from your Occult Tradition.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
The Old Ways (Level 20)
At 20th level, your mastery of ritual and tradition is extensive and unparalleled, you've unlocked ancient secrets and perfected techniques to master rituals completely. Any Occultist spell you know of 3rd level or lower becomes a ritual spell for you. When you cast a spell without the ritual tag as a ritual, it requires additional consumed material components worth 10 gold per level of the spell.
Additionally, your mastery of rituals allows you to work them more quickly. A spell cast as a ritual only takes additional turns equal to the spell's level to cast (for example, casting a 3rd level spell as a ritual would take four turns to cast, casting as your action or bonus action on the fourth turn). Spells with a casting time of a reaction cannot be cast as a ritual.
Multiclassing
Multiclassing Requirements
{"wis":13}
Proficiencies Gained
Subclasses
Subclass Features
Tradition of the Hedge Mage
Tradition of the Hedge Mage (Level 1)
This tradition is a loose collection of magic users that benefit from a wide array of traditions and practical knowledge to build up a collection of eccentric magical knowledge. Their methods are often frowned upon by those of more studied routes, but their practical skills cannot be denied, and their unique understanding of magic that they have developed with their own hands and minds should not be underestimated.
Practical Skills
You gain proficiency in your choice of one of the following skills: Animal Handling, Arcana, Medicine, Nature, or Survival. All cantrips from the Wizard and Druid are added to the Occultist spell list for you, as well as thaumaturgy.
Additionally, you learn 1 additional cantrip of your choice and you learn a new cantrip, you can select from the above expanded list in addition to the Occultist list, and treat them as Occultist spells.
The Way I Learned It
You learn your magic through self-discovery, often encompassing trial and error. Not knowing what is supposed to be impossible or impractical, your magic develops unique aspects. You can modify spells you learn with the following feature.
When you learn a new Occultist spell, you can modify some of its properties representing your unique way of casting that spell. These changes permanently affect the spell for you, but when you swap out a spell when gaining a level in the class, you can instead modify these properties from a spell you know. You can learn the same spell multiple times with different selections (i.e. "ranged cure wounds")
You may apply any number of these properties when learning or modifying a spell:
Damage Type. You can change any of the following damage types into another of the following damage types: acid, cold, fire, lightning, or poison.
Range. You can make a spell with a range of 10 feet or more instead have a range of Touch, or give a spell with a range of Touch a range of up 10 feet (if it was a melee spell attack, it becomes a ranged spell attack if the range is greater than Touch).
Components. You can exchange a verbal, somatic, or material component of a spell for another type of component the spell does not normally have, such as changing a spell from requiring verbal and somatic components, to requiring somatic and material components. Material components with a cost cannot be replaced, but can be exchanged for a different material component of equal cost.
Customization and Power
The Way I Learned It feature provides fairly little power or mechanical difference, though with variability of damage type and range comes some power.
Casting Style
Your self-taught casting style has resulted in some practical advantages. Select one of the following casting styles:
Personalized Path (Level 3)
At 3rd level, you gain one additional spell known and one additional Occult Rite known. This rite can come from the Hedge Mage rites or from the general Occultist rites. These do not count against your spells or rites known.
Improvised Ritual
Starting at 3rd level, you can cast a spell with the ritual tag without knowing that spell. When you do so, it takes the additional time as if casting it as a ritual, but still consumes a spell slot. You can improvise spells of a level equal to one-third of your Occultist level (for example, a 3rd level Occultist can improvise 1st level rituals).
Spells improvised this way can be from any spell list, but if it is not on the Occultist list, you must have the spell in a written form (such as a wizard's spellbook or a scroll).
Stolen Techniques (Level 6)
At 6th level, you can learn one new 1st or 2nd level spell from the bard, cleric, druid, or wizard spell list. The spell becomes an Occultist spell for you, but does not count against your spells known.
Additionally, you can delve into the rites of another tradition. You learn one additional occult rite that does not count against your rites known. This rite can be selected from any Occultist subclass or from the general Occultist rites, but cannot be a rite with a prerequisite.
Empowered Cantrips
Starting at 6th level, once per turn when you roll damage for an Occultist cantrip, you can add your Wisdom modifier to the damage dealt.
Cantrip Mastery (Level 14)
Starting at 14th level, you can cast an Occultist cantrip with a casting time of one action as a bonus action. When you cast a cantrip in this way, it is cast as if you are 1st level.
Bonus Action Casting
This does not remove the restrictions around bonus action spells, meaning that when you do this, you cannot cast a leveled spell with your action, but can cast two cantrips. This works particularly well with non-scaling cantrips that do things beside damage, such as provide defenses or utility
Tradition of the Oracle
Tradition of the Oracle (Level 1)
An Oracle is an Occultist whose power comes to them from their connection to fate; bound and empowered Oracles carry some piece of divine mystery within them, tied to an aspect of destiny and fate. As their power grows they begin to understand this mystery with revelations, unlocking its secrets and the power they contain.
An Oracle typically does not directly serve a god, rather they often are people whose fate has entangled them in the affairs of the gods. Oracles have great power, but their powers are not ones that mortals were meant to have, and consequently they are frequently burdened by their powers.
Divine Touch
At 1st level when you select this tradition, you have been touched by a divine revelation that has given you a gift of insight and a dramatic flair to deliver it. You learn the cantrips guidance and thaumaturgy.
You learn the following spells at the following levels. These are Occultist spells for you.
| Occultist Level | Spells Learned |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Mystery Unveiled
Additionally at 1st level, the touch of the divine inside of you has opened up new pathways of magic and understanding that most cannot comprehend—a connection to magic. Select one of the following mysteries: Darkness, Death, Fire, Life, Light, Nature, Souls, or War. Spells learned from your Mystery are Occultist spells for you, but do not count against your spells known.
Some oracles are burdened with too much power for their mortal body. Optionally you can select to be one of these by selecting the Oracle's Curse feature, gaining an additional divine boon and curse.
You can select an additional Mystery at 5th (two Mysteries) and again at 11th level (three Mysteries).
Revelations of Fate
You can expand on the powers granted by your Mysteries with special Occult Rites called Revelations. A Revelation is triggered when you cast a spell. You can trigger only one Revelation per spell cast.
Fate Reading (Level 3)
Starting at 3rd level, your connection to the flow of fate gives you the ability to read from it, tracing outcomes and glimpsing the unknowable future.
When you are hit by an attack, you can use your reaction to add your Wisdom modifier to your AC until the start of your next turn (including against the triggering attack). You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Additionally, you learn the augury spell and can cast it at will without expending spell slot.
Winding Paths of Fate
This does not negate the normal drawback of casting augury multiple times. As you delve further for more information, it becomes harder to read as the flow becomes more turbulent for your changes to it.
Enlightened Understanding (Level 6)
Starting at 6th level, whenever you activate a Revelation, you gain temporary hit points equal to your Wisdom modifier. Additionally, you can trigger a Revelation when you cast a 1st level or higher spell that otherwise doesn't fit its requirements (for example, triggering Revelation of Fire on a spell that doesn't deal fire damage)
Master of Prophecy (Level 14)
Starting at 14th level, you can cast augury a number of times equal to your Wisdom modifier per day before it starts having a chance to return random answers.
Additionally, when you divine the future with augury, you can issue a cryptic prophecy, with three specific points for rolls that may occur within the next 30 minutes. For each specific point you prophesize, if you specify only the type of roll (for example, an attack, a Athletics check, or an initiative roll, etc.), a d4 is reserved (example "someone will be particularly quick when rolling initiative").
If you specify a specific action and a specific person, a d6 is reserved (for example, "when the wizard Caius rolls for initiative, he will be unusually quick"). If you give it a specific unlikely condition, a d8 can be reserved at the discretion of the GM.
A specific action or person can only have one prophesied event. If a prophesied event takes place (at the discretion of the GM it has occurred), the oracle can spend the reserved die and add it to the roll; if multiple events trigger the prophecy, the oracle can select which of them is affected by the reserved die.
Tradition of the Shaman
Tradition of the Shaman (Level 1)
A shaman is an Occultist that walks the paths of the spirits, binding them to their cause to empower themselves or bring havoc to their foes. Tough and powerful, they are most often found in the thick of the fight, wreathed in their primal power.
A shaman may view themselves as in service to their spirits or as served by the spirits; the what and the how of their contract can vary wildly, as can the source of their spirits, be it pulling from ancestral or primal powers.
Spiritual Warrior
When you select this subclass, you gain proficiency in simple weapons, medium armor and shields. You can add your Wisdom modifier in place of your Dexterity modifier for calculating the AC of light or medium armor. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Call Spirit
Starting at 1st level, as a bonus action you can call a spirit to your side. This can be a primal spirit of fire, cold, or lightning, or an ancestral spirit with radiant or necrotic power. This bond lasts for 10 minutes once formed. You can release a spirit early as an action, and it is immediately released if you call another spirit.
While a spirit is bonded to you, your melee weapon attacks deal an additional 1d4 damage of the spirit's type.
When you call it or as a bonus action while it is bonded, you can manifest the spirit in a space you can see within 30 feet of you. The spirit is medium sized but spectral in nature while manifested. While the spirit is manifested, whenever you take the Attack action you may replace any number of attacks you could normally take with melee spell attacks from your bonded spirit. On a hit, this melee spell attack deals 1d4 + your Wisdom modifier damage of the spirit's type. As a bonus action you can move it up to 30 feet in any direction or recall it to yourself, ending its manifestation.
A manifested spirit cannot move more than 60 feet from you, and is recalled to you if you are ever more than 60 feet from it.
Empowered Spirits (Level 3)
Starting at 3rd level, when you call a spirit, you can expend a spell slot to empower that spirit. An empowered spirit adds additional damage to your weapon and deals additional manifested damage based on the level of the spell slot expended, its damage becomes the amount shown in the Empowered Spirits table. While the spirit is called and not manifested, at the start of each of your turns, you gain temporary hit points equal to the level of the spell slot spent to empower it.
| Slot | Bonus Weapon Damage | Manifested Damage | Temporary Hit Points |
|---|---|---|---|
1st | 1d6 | 2d4 | 1 |
2nd | 1d8 | 2d6 | 2 |
3rd | 1d10 | 2d6 | 3 |
4th | 1d12 | 2d8 | 4 |
5th | 1d12 | 2d8 | 5 |
Extra Attack (Level 6)
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
If you have a manifested spirit, you can replace one or both attacks with the spirit's melee spell attack.
Spiritual Empowerment (Level 14)
Starting at 14th level, when you cast a spell of 1st level or higher, you can make a single weapon attack as a bonus action. If you have a manifested spirit, you can attack with it in place of making a weapon attack.
Tradition of the Spiritualist
Tradition of the Spiritualist (Level 1)
Occultists who delve into the mystical arts of spiritual health and ailments, Spiritualists are masters of indirect methods and mystic secrets, gleaned only from ancient methods and whispers from the beyond. Mysterious and often reclusive, they wield subtle powers to strengthen or debilitate.
Other Names for Spiritualist
Spiritualists are sometimes called Witch Doctors colloquially, but that name isn't entirely accurate. Like all common use names, this can cause misunderstandings with more historical references, as well as simply seem too similar to another subclass name (the Tradition of the Witch).
Mystical Medicine
At 1st level when you select this tradition, you gain proficiency in the Medicine skill (Or another skill if you are already proficient), and gain advantage on ability checks to determine the nature of magical ailments, curses, hexes, bewitchments, or enchantments that affect a creature.
Malignant Possession
Starting at 1st level, when you hit a creature with an attack or it fails a saving throw against one of your Occultist spells, you can afflict them with a malignant spirit. This spirit haunts them for 1 minute, and while it persists any time the creature makes an attack roll, saving throw, or ability check, you can use your reaction to cause the spirit hindering them to bring them misfortune. Roll a d6 spirit die and subtract it from the result of their roll. You can do this after they roll, but before the outcome is determined.
The spirit can be removed by effects that remove or prevent possession (such as protection from evil and good), or the target can attempt to rid itself of the spirit as an action, making a Wisdom saving throw against your spell save DC, removing the spirit and ending the effect on success.
The size of the spirit die increases at 5th level (to a d8), 11th level (to a d10), and 17th level (to a d12).
Once you use this ability, you cannot use it again until you complete a short or long rest.
Spiritualist Spells
Your understanding of darkness unlocks the secrets shrouded from others. You learn the following spells at the following levels.
| Occultist Level | Spells Learned |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Totem Binding (Level 3)
Starting at 3rd level, as an action, you can create a totem of power at a point within 15 feet of you. You learn two totems when you gain this feature, and another totem at 5th level (3), 11th level (4), and 17th level (5). The following are the list of totems you can select:
Agonizing Totem. Any creature of your choice that starts its turn within 10 feet of the totem or enters within 10 feet of it for the first time on their turn takes 1d6 necrotic damage. Any creature that damages the totem from within 10 feet of it takes 1d6 necrotic damage.
Binding Totem. Terrain within 10 feet of the totem is difficult terrain for creatures of your choice, and any creature attempting to teleport into or out of the radius must make a Charisma saving throw against your spell save DC, or the attempt fails.
Grasping Totem. When you create the totem, it attempts to bind a Large or smaller creature of your choice within 10 feet, forcing them to make a Dexterity saving throw against your spell save DC. On failure, they are pulled to within 5 feet of the totem and grappled by it (escape DC equals your spell save DC). This totem cannot be made mobile by other effects or features.
Life Totem. When a creature starts its turn within 10 feet of the totem you can heal them with the totem for 1d6 hit points. The totem does this a number of times equal to your Wisdom modifier, after which its power fades and it crumbles.
Sanctuary Totem. All creatures of your choice within 10 feet of the totem are under the effect of sanctuary. This effect is broken under the normal conditions of sanctuary and cannot be regained from a totem for 1 minute once lost.
Shrouding Totem. All creatures and objects (including the totem) within 10 feet of the totem are lightly obscured from creatures beyond 10 feet of the totem, and gain the benefits of half cover against ranged attack rolls originating from outside the totem's radius.
Soothing Totem. All creatures of your choice within 10 feet of the totem have advantage on saving throws against being Charmed or Frightened.
Warding Totem. All creatures of your choice within 10 feet of the totem gain resistance to all damage, but the totem takes damage equal to the damage taken by creatures that benefit from the resistance (which can destroy the totem, ending the effect).
A totem is a Small sized object with an AC of 12 and hit points equal to your Occultist level. If it is reduced to 0 hit points, it is destroyed and its effect ends. A creature cannot be affected by more than one of the same type of totem at the same time. A totem cannot be moved once placed. Totems can last a maximum of 1 minute, after which they lose power and crumble away. You can place a number of totems equal to your Wisdom modifier, regaining all uses when you complete a long rest.
Totemic Technique (Level 3)
Additionally at 3rd level, you can select a technique to specialize in for using your totems, granting you a bonus to them. Select one of the following when you gain this feature:
Dancing Totems. Instead of placing your totems at a point, you can summon your totems as Tiny sized mobile objects that orbit you in your space and emit their effects from your space. The totems can still be targeted and destroyed individually.
Sturdy Totems. Your totems add your proficiency bonus to their AC and have hit points equal to twice your Occultist level.
Swift Totems. You can place a totem as a bonus action instead of an action.
Empowered Totems (Level 6)
Starting at 6th level, your totems that roll a die roll an additional die (for example 1d6 becomes 2d6). The number of dice increases against (to 3d6) to at 14th level.
Rotting Affliction (Level 6)
Additionally at 6th level, when you roll a spirit die for Malignant Possession to hinder the target, the target takes necrotic damage equal to the value rolled on the die.
Grand Spirit Totem (Level 14)
Starting at 14th level, as an action you can place a Medium sized grand totem on an empty space within 30 feet of you that attracts and binds a swarm of powerful malevolent spirits. It has the normal AC and hit points of your totems, but gains a number of temporary hit points equal to 5 times your Wisdom modifier. If you have the Dancing Totems specialization, you can choose to make it a tiny sized object that orbits you as other totems do instead.
Any creature other than you that starts its turn or enters within 20 feet of the totem for the first time on their turn must make a Charisma saving throw. On failure, it is plagued by the spirits and subtracts your Malignant Possession die from all attack rolls, saving throws, or ability checks it makes for the full duration of the totem while within 20 feet of the totem. It is treated as if under the effect of Malignant Possession for rites and features that modify your Malignant Possession, but can take damage from Rotting Affliction only once per turn.
If a creature exits the range of the totem, it is no longer under the effect, but becomes automatically under the effect once more if it enters range of the totem (without getting to make another save). This effect only ends once the totem's effect ends, or the totem is destroyed. The totem lasts for 1 minute, and can be dismissed early as a bonus action, after which it crumbles to dust.
This totem does not consume a use of your Totem Binding feature, but once you invoke this totem, you cannot invoke it again until you complete a long rest.
Tradition of the Voidwatcher
Tradition of the Voidwatcher (Level 1)
Voidwatchers are those that have gazed into an infinite void and glimpsed a creature of unlimited power, a plane beyond comprehension, or truth beyond the veil. They forever have a fragment of what they have seen embedded into their eyes, branded onto their mind. While some creatures are driven entirely insane (or, perhaps more troubling, entirely sane), those that remain functional are those that can grasp and contextualize what they have seen, compartmentalizing and containing their fragment of madness within them. How a Voidwatcher processes the insignificance of reality influences their powers, though they all tend to develop a certain fatalistic streak having seen something on a scale beyond mortal comprehension.
Eye of the End
Starting at 1st level when you follow this tradition, you gain the ability to look into a creature's fate and see their doom. As an action, you can look upon a creature within 30 feet that you can see through the perspective of the void, seeing glimpses of the many horrible ways they could suffer or die and gaining insight into their fears.
You gain advantage on the first Charisma (Intimidation) check against that creature you make in the next minute, and you roll a d20 fate die. The next time the target creature makes a saving throw against one of your Occultist spells within the next minute, they use the result of the fate die instead of rolling a saving throw, forewarning you of the potential outcome of your spell. This negates any potential advantage or disadvantage they might have on the roll.
Once you use this ability, you cannot use it again until you complete a short or long rest.
Eschatological Conclusion
Starting at 1st level, when you select this tradition and gain your powers through exposure to the void, you select how to embrace the end of existence, granting you a measure of resolve to continue, and granting you one of the following powers.
Void Gaze (Level 3)
Starting at 3rd level, as a bonus action you can unveil the void's reflection within your eyes for 10 minutes. When you unleash this power and as a bonus action on each of your turns for the duration, you can direct this power at a creature within 60 feet, with an effect depending on your Eschatological Conclusion selection.
Conclusion of Annihilation. Make a ranged spell attack. On hit, the target takes 1d8 force damage.
Conclusion of Madness. The target must make a Wisdom saving throw against your spell save DC. On failure, the target takes 1d4 psychic damage and the first attack against them before the start of your next turn has advantage.
Conclusion of Tranquility. The target gains 1d8 temporary hit points.
While this effect is active, you gain the ability to see through both natural and magical darkness as if it were bright light for a range of 60 feet, and are immune to the blinded condition.
You can use this power a number of times equal to your Wisdom modifier, but each time you use it again before completing a short rest you must make a DC 10 Wisdom saving throw. On failure, you become blinded until you complete a short or long rest. While blinded in this way, you have a blindsight of 10 feet.
You regain all uses of the feature on a long rest.
Empowered Gaze (Level 6)
Starting at 6th level, the effects of your Void Gaze are empowered, and you add your Wisdom modifier to the damage or temporary hit points of the effect.
They Watch (Level 14)
Starting at 14th level, when you use your Void Gaze ability, you can create up to three spectral eyes at points within 60 feet of you, each of which last for 1 minute or until you dismiss them as a bonus action.
Each eye projects a 30 foot cone in a direction of your choice. You can see through these eyes into their cones of vision as if you were seeing from your own eyes. When a creature starts its turn in or moves into the gaze of a spectral eye during its turn, you can subject them to the effect of your Void Gaze from that eye (each eye can effect a creature once per turn).
Once you use this feature, you cannot create spectral eyes in this way again until you complete a long rest.
Tradition of the Witch
Witch (Level 1)
A Witch can be many things, and most often refers to someone that villagers find scary and weird, but at the heart of every crazed story there's a sliver of truth. That truth is that Witches do indeed exist.
Some may openly live as they are, while others may be the last person the superstitious villagers would expect. Varied in their powers, designs, and traditions based on their Coven, generalizing about a Witch is challenging. They are most often defined by the varied and utilitarian magic they use, hexes that make crossing them unwise, and powerful intelligent familiars.
Witches & Gender
While the term "witch" is often used to refer to a female spellcaster in contrast to a male "warlock," the Warlock class is certainly available to any gender and the same is generally true for the Witch subclass.
Various settings' lore and mythos may make assumptions about gender for witches, but by their very nature PCs tend to be the exception to rules. This subclass is not limited to any particular gender.
Witch's Magic
When you select this tradition at first level you learn the find familiar spell, and when you summon a familiar with this spell, it acts on your initiative.
Additionally, you can select two additional cantrips of your choice from the Occultist spell list.
Coven
Starting at 1st level, you select the Coven you belong to from among the Black Coven, the White Coven, or the Green Coven. Based on which Coven you select, you gain access to additional spells and manifest different special powers. Spells gained from this feature are added to your spells known and count as Occultist spells for you, but do not count against the total number of spells you can know.
While the Covens are often associated with Evil, Good, and Neutral respectively, you do not have to have a particular alignment to join a particular coven—it is merely your area of expertise and what traditions you know.
Each Coven explores a different expression of magic. A Witch of the Black Coven specializes in inflicting pain, curses, and eventual agonizing death on those that cross them. By contrast, a Witch of the White Coven focuses on binding and healing. The focus of a Witch of the Green Coven is the closest to the Witch's roots in hag-like fey magic, drawing power from nature to baffle her foes and control her surroundings.
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Familiar Bond (Level 3)
At 3rd level, when you cast find familiar, your familiar gains an Intelligence, Wisdom and Charisma of 10 (unless that respective score is already greater) and the ability to speak any languages you speak. When your familiar takes damage, you can choose to take that damage yourself instead, transferring all damage to you.
Additionally, you can cast spells with a material component if your familiar can access the material component without holding it yourself (including curse spells that can acquire the material component by touching the target creature).
Black Coven
As a reaction to a creature within 30 feet of your familiar hitting with an attack, you can have your familiar subtract 1d4 + half your Occultist level (rounded down) from the attack roll (no action required from the familiar). It can do this a number of times equal to your Wisdom modifier, regaining all uses after you complete a long rest.
White Coven
When you complete a long rest, your familiar gains temporary hit points equal to your Wisdom modifier + twice your Occultist level. While it has temporary hit points, as an action your familiar can teleport to a creature within 30 feet of it and grant that creature one or more of its temporary hit points. You can direct it to do this immediately using your reaction when a creature within 30 feet of it takes damage (no action required by the familiar).
Green Coven
When you complete a long rest, your familiar gains a number of illusory duplicates equal to your Wisdom modifier (a minimum of one). These persist until destroyed by taking damage or you complete a long rest. The illusory duplicates cannot take any actions, but move and act like your familiar during your turn, staying within 30 feet of you or it.
At the end of your familiar's turn or when it takes damage, it can swap places with an illusory familiar (no action required by the familiar). If it does this as a result of taking damage, the illusory familiar is destroyed but the familiar takes no damage. Illusory duplicates are immune to damage while within 5 feet of you.
Unless otherwise specified, illusory familiars occupy the Witch's space and move with them.
Witch's Touch (Level 6)
Starting at 6th level, whenever you cast a spell with a range of touch (including through your familiar), you can add one of the following modifiers to the spell:
Temporary Hit Points. It grants one affected target temporary hit points equal to your Wisdom modifier. Only one creature can have these temporary hit points at a time.
Bonus Damage. It deals additional damage equal to your Wisdom modifier to one affected creature.
Misfortune. It adds or subtracts 1d4 from the target's next attack roll or saving throw before the start of your next turn.
You can also confer these effects to another spell with a range longer than touch by making its range touch. If you make the range of a curse spell touch, you no longer need the material component for the spell.
Alternatively confer these effects as an action without casting a spell by touching a target (making a melee spell attack against the target if it is an unwilling creature).
Master of Curses (Level 14)
Starting at 14th level, you no longer need the material component for curse spells (even when casting them at range).
Additionally, casting 1st level Hex or Curse spell no longer interrupts or is interrupted by concentration of other spells, though this cannot let you concentrate on more than two spells at a time, with at least one being a 1st level Hex or Curse. If you lose concentration while you are doing this, concentration is lost on both spells.