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The Occultist - V1.5

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0% found this document useful (0 votes)
171 views22 pages

The Occultist - V1.5

Uploaded by

Fiona Danger
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Occultist

Occultists

T
ucked deep within an old abandoned ruin a
young half-elf tears apart ancient tomes
seeking instructions for an old forgotten ritual
by an ancient civilization. This ritual wrought
about a reckoning by dealing with powers far
too detached for them to understand its
purpose. But not for the young half-elf.
A spark lights up their eyes as they uncover a hidden
compartment within a room behind a false wall.
The instructions of the ritual are not finished, but this does
not deter the unyielding half-elf as they prepare to uncover
and finalize the writing. There is no power too powerful, or
too old for them to use. They stop at nothing to fulfill their
pursuit of the occult, strange, and together esoteric
knowledge of the realms. Within their hand, they will become
more than what their world allows.
Seekers of Knowledge
Occultists uncover old rites and rituals to pursue some sort of
esoteric goal. That might mean that they are trying to find
ways to become something different. Many occultists find
themselves uncovering ways of transforming themselves
leading them to pursue vampirism, or lycanthropy. Others
might use their knowledge of the occult to hunt those beasts
and monstrosities to rid the world of their kind. Whatever the
goal, Occultists always find a way to gain the knowledge they
require
Ritualists
Occultists have at their disposal an arsenal of rituals they
have discovered through their studies, and they keep within a
special tome. They find versatile and unique rituals to
perform alongside participants who might be willing.
Uncover truths, aid your allies, bolster your defenses, and add
more rituals to your tome as they grow in power.
Cursed Bearers
When an Occultist finds a pursuit they wish to follow there is
no path they are not willing to walk. they will take on any
curse that will help them become or learn what they want.
Some may think them to be evil, and some may very well be
that way, but most Occultists trend towards keeping their
knowledge to themselves, and only use it when it's required.
Creating an Occultist
When creating an Occultist consider the nature of your
studies, and what drove you to seek your pursuit. Was your
family killed by a vampire or their spawn and drove you to
become the very thing that hurt you to kill them? Did you
have a fascination with lycanthropy and want to take on the
curse to join or lead your pack? Did you witness atrocities
done by all manner of beasts and monsters and have devoted
yourself to hunting them down? Regardless of the catalyst
that set your path, you now gather rites and rituals to aid your
choice.

2
Saving Throws: Wisdom, Intelligence
Skills: Choose three from: Arcana, History, Insight,
Occultist
Investigation, Medicine, Nature, Religion, and Survival
Equipment
Max You start with the following equipment, in addition to the
Level
Proficiency
Bonus Features
Ritual
Insight Level
equipment granted by your background:
Esoteric Ritual, Occult (a) scale mail or (b) leather armor
1st +2
Pursuit
─ 1 (a) a martial weapon and a shield or (b) two simple
weapons
2nd +2 Fighting Style, Insight 2 1 (a) a shortbow and quiver of 20 arrows or (b) 5 javelins
Esoteric Mind, (a) a scholar's pack or (b) an explorer's pack
3rd +2
Sapping Curse
3 1 Tome of Rituals
Ability Score Occult Pursuit
4th +2 Improvement, Rite of 4 1
Understanding At 1st level you choose an Occult Pursuit to go after as you
research your esoteric studies. Your choice grants you
5th +3
Extra Attack,
5 2 features at 1st, 6th, 10th, and 14th level
Debilitating Curse
Occult Pursuit Esoteric Ritual
6th +3 6 2
feature, Revelations Also at 1st level you learn two Esoteric Rituals that represent
7th +3 Vulnerability Curse 7 2 some of the studies you have undertaken as you dabble into
Ability Score
occult knowledge Each time you gain a level in this class you
8th +3
Improvement
8 2 can learn one additional Esoteric Ritual to add to your Tome
of Rituals.
9th +4 - 9 3 You might find other rituals to add to your Tome of Rituals
10th +4 Occult Pursuit feature 10 3
during your adventures. Perhaps you've found another
occultist's tome, or a ritual scroll. When such an oppurtunity
11th +4 Revel in Madness 11 3 presents itself you can copy over the rituals of a level in which
Ability Score
you can perform into your own tome.
12th +4
Improvement
12 3 When you find a ritual of 1st level or higher, you can add it to
your tome of rituals by spending 1 hour and 25 gp per the
13th +5 - 13 4 level of the ritual you wish to copy over. When you copy over a
14th +5 Occult Pursuit feature 14 4
ritual from a ritual scroll, you must succeed on a skill check
using the related ritual skill with a DC equal to 10 + the
15th +5 Awakened Mind 15 4 ritual's level. If the check succeeds the ritual is copied over
Ability Score
into your tome. The scroll is destroyed during this process
16th +5
Improvement
16 4 regardless if you succeed or fail.
17th +6 - 17 5 Fighting Style
18th +6 Ritual of Insight 18 5 At 2nd level, you adopt a particular style of fighting as your
Ability Score specialty. Choose one of the following options. You can't take
19th +6
Improvement
19 5 the same Fighting Style option more than once, even if you
get to choose again.
20th +6 Occult Pursuit feature 20 5
Blind Fighting
You have blindsight with a range of 10 feet. Within that range,
you can effectively see anything that isn't behind total cover,
even if you're blinded or in darkness. Moreover, you can see
Class Features an invisible creature within that range, unless the creature
successfully hides from you.
Hit Points
Hit Dice: 1d8 per Occultist level Defense
Hit Points at 1st Level: 8 + Constitution While you are wearing armor, you gain a +1 bonus to AC.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Dueling
modifier per Occultist level after 1st When you are wielding a melee weapon in one hand and no
Proficiencies other weapons, you gain a +2 bonus to damage rolls with that
Armor: light armor, medium armor, shields weapon.
Weapons: simple weapons, martial weapons
Tools: none
3
Great Weapon Fighting Esoteric Mind
When you roll a 1 or 2 on a damage die for an attack you Starting at 3rd level, your research into the occult has gifted
make with a melee weapon that you are wielding with two you with wonderful Insight into reality that lets you see more
hands, you can reroll the die and must use the new roll, even than meets the eye. whenever you make a Wisdom (Insight)
if the new roll is a 1 or a 2. The weapon must have the two- check, you gain a bonus to the check equal to your
handed or versatile property for you to gain this benefit. Intelligence modifier.
Occult Warrior Debilitating Curse
You learn two cantrips of your choice from the Wizard spell
list. They count as Occultist spells for you, and Intelligence is Also at 3rd level, when you hit a creature with an attack you
your Spellcasting ability for them. Whenever you gain a level can expend 1 Insight to attempt to curse the target in one of
in this class, you can replace one of these cantrips with the following ways; The target makes a Wisdom saving throw.
another cantrip from the Wizard spell list. On a failure, it becomes blinded, deafened, mute, or their
speed is halved until the end of your next turn.
Two-Weapon Expert
When you take the Attack action while engage in two-weapon Ability Score Improvement
fighting, you can make a single additional attack with your off- At 4th level, you can increase one ability score of your choice
hand weapon as part of your action instead of your bonus by 2, or you can increase two ability scores of your choice by
action, adding your ability modifier to the damage of this 1. As normal, you can't increase an ability score above 20
attack. If you do, you can't make a bonus action attack as well. using this feature. You gain an additional ability score
Insight improvement at 8th, 12th, 16th, and 19th level. If your DM
allows the use of feats, you may instead take a feat.
Starting at 2nd level, your studies have been cultivated to the
point that you have gained insight into aspects of the fabric of Rite of Understanding
reality and how it twists within the minds of those the Also at 4th level, as an action you can expend 2 Insight and
objectively view it. Your Occultist level determines how much gain proficiency in a skill you aren't proficient in for the next
insight you have as shown on the Insight column of the 10 minutes.
Occultist table.
You can use your Insight to use various features granted by Extra Attack
this class and you gain more features as you level.
When you use your Insight it is expended until you finish a Beginning at 5th level, you can attack twice, instead of once,
short or long rest, at the end of which you regain all whenever you take the Attack action on your turn.
expended Insight as you attune your mind into your esoteric
knowledge. Sapping Curse
Some features that use your Insight require your targets to Also at 5th level, when you hit a creature with an attack you
make a saving throw to resists their effects. The saving throw can expend 3 Insight to attempt to sap it from its strength.
DC is equal to the following formula: The target must make a Wisdom saving throw or be cursed
Insight Save DC = 8 + your proficiency bonus + until the end of your next turn. While cursed this way when
your Intelligence Modifier the target rolls an ability check or an attack roll, it subtracts
your Intelligence modifier from their result.
Additionally, when you gain this feature you gain access to
the following Insight features: "Beware. Secrets are secrets for a reason, and some do not
Examine Foe. When you hit a creature with an attack you
may expend 1 Insight to gain an understanding of them. You wish to see them uncovered. Especially when the secrets are
learn two of the following information of your choice: particularly unseemly."
Condition immunities, creature type, damage immunities,
damage resistances, Damage vulnerabilities, saving throw
proficiencies, senses and their range, and skill proficiencies.
Guiding Curse When you hit a creature with an attack you
can expend 1 Insight to attempt to give them a cursed mark
guiding attacks to it. The target makes a Wisdom saving
throw. On a failure, the next attack roll made against this
target before the end of your next turn has advantage.
Side Step. When a creature hits you with an attack you may
expend 2 Insight and use your reaction to move up to half
your speed without provoking attacks of opportunity.
Some Insight features may enhance, curse, or have an effect
on your attacks. You can only use one Insight feature per
attack that you make.

4
Revelations
Multiclassing
Beginning when you reach 6th level, you can gain an uncanny Ability Score Minimum: Strength 13 or Dexterity
ability to recall information that aids you. When you make a 13; Intelligence 13
skill check, you can expend 1 Insight to roll a 1d6 When you gain a level in a class other than your
immediately after seeing the number on the d20 and add the first, you gain only some of that class's starting
number on the 1d6 to the check. This die increases when you proficiencies.
reach 10th level (1d8) and 15th level (1d10) in this class. Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Vulnerability Curse Skills: Choose 1 from Arcana, History, Insight,
Starting at 7th level, you can expend 4 Insight and use your Investigation, Medicine, Nature, Religion, and
Survival
bonus action to place a curse on your weapon, the curse stays
on your weapon for 1 minute and you maintain concentration
on it as if it was a spell. The next time you hit a creature with
it a curse is placed on them until the end of your next turn.
The cursed creature has vulnerability to the damage of the
next attack that hits it before the curse ends. After being hit
the curse ends. The curse does not negate damage
immunities that a creature may have.
Revel in Madness
Starting at 11th level you have enacted rites that have warped
your mind, but you have found a way to endure within its new
state. Thanks to your new mind you have advantage on
Wisdom and Charisma saving throws and are immune to
madness and similar effects.
Awakened Mind
Starting at 15th level you have enacted rites that have warped
your mind allowing you to expand the scope of what it can do.
You gain telepathy out to 120 feet. You don't need to share a
language with the creature for it to understand your
telepathic utterances, but the creature must be able to
understand at least one language. Additionally, you gain
resistance to psychic damage.
Ritual of Insight
At 18th level your occult pursuits has granted you access to
an ancient rite that allows you to contact a being of greater
knowledge. You can expend 5 insight to cast the Contact
Other Plane spell. Contacting this higher being does not
strain or break your mind. You always succeed on the first
Intelligence saving throw you make when you use this feature
before finishing a long rest. Additionally, this connection to
such a strange power has granted you more Insight into your
reality. When you roll for initiative and have less than 5
Insight you regain a number of Insight equal to your
intelligence modifier.
"Curse here, Curse there. Curse for he and she, why care? A
bottomless curse, a bottomless sea, source of all greatness, all
things that be. Listen for the baneful chants. Weep with them,
as one in trance. And weep with us, oh, weep with us..."

5
Your claws count as magical for the purpose of
Occult Pursuits overcoming resistance and immunity to nonmagical
attacks and damage. And their reach increases by 5 feet.
Choose the fuel of your obsession. What you seek through
your research within your esoteric studies, pick from one of Additionally, you permanently grow 3d4 inches when you
the following pursuits: Demonology, Hunting, Lycanthropy, gain this feature. You might grow more demonic features
Necromancy, and Vampirism. such as horns, a tail, or your eyes might change, and you
detect as a fiend.
Demonology Call of the Abyss
Occultist interested in the field of Demonology look to grow 10th level Demonology feature
closer to their fiendish interest and control them. Be that by The more you dabble with demons the more you come to
means of deals or by force an Occultist will pursue their realize how easy it is to put them under you heel. As an action
desires and become fiends themselves. you can spend 6 Insight to cast the Summon Greater Demon
spell, or 7 Insight to cast it one level higher. when you
Student of Strength summon a Demon this way, make a Charisma (intimidation)
1st level Demonology feature check contested by the demon's Wisdom (Insight) check. If
You gain proficiency in the athletics and intimidation skills. you succeed on the check the Demon has disadvantage on its
Additionally, when you make a Charisma (intimidation) saving throw to break free. Alternatively, if you use its true
check, you gain a bonus to that roll equal to your Strength name the demon cannot succeed on the Charisma saving
modifier. throw to break free of the spell. While its summoned this way
it gains the following benefits:
Abyssal Transformation
1st level Demonology feature The demon gains a bonus to hit and damage equal to half
As you pursue your interest in Demonology, you've learned of your Intelligence modifier rounded down.
a ritual to allow you to temporarily tap into the realm of The demon gains a number of temporary hit points equal
Demons. As a bonus action you can channel the powers of to twice your Occultist level.
the abyss for 1 minute, and you can end it early as an action. Additionally, while you are in your Abyssal Transformation,
You gain the following benefits: your concentration for your summons can't be broken as a
You grow one size category larger, along with anything result of taking damage.
that you're wearing. If there is not enough room to grow Fiendish Constitution
you remain the same size. 14th level Demonology feature
You grow a set of demonic claws which can be used as As you delve deeper into your studies of the Abyss, you've
weapons. They count as a simple melee weapons with anchored your very being to the demons that live within that
which you are proficient. they deal 1d4 slashing damage plane. Your transformation gains the following benefits:
on a hit and have the finesse, and light properties. The
damage of your claws increases when you reach 6th level The extra damage your claws do increases to 1d8
(1d6), and 10th level (1d8) in this class. You gain resistance to cold, fire, and lightning damage.
Once on each of your turns, one of your attacks with your When you drop to 0 hit points, you can use your reaction
claws can strike fear into the heart of a creature. you can and you drop to 1 hit point instead and your body erupts
force it to make a Wisdom saving throw, and if the saving with fiery energy. Each creature of your choice that is
throw fails, the target is frightened of you until the end of within 30 feet of you makes a Dexterity saving throw and
your next turn. you expend Insight up to an amount equal to your
proficiency bonus. They take 2d10 fire damage per Insight
You can transform an amount of times equal to your spent on a failed save, or half as much damage on a
proficiency bonus, and regain all expended uses after you successful one. Once you use this reaction, you can't do so
finish a long rest. When you gain your Insight feature you
may pay 2 Insight to use this feature again when you have no again until you finish a long rest.
uses left.
Inheritor of the Abyss
Demonic Might 20th level Demonology feature
6th level Demonology feature The final rites of your transformation are finished. Your
Your body warps and changes as you tap further into the transformation ends only when you choose to end it or you
realm of demons. When you use your Abyssal Transformation die. It gains the following benefits:
it gains the following benefits: You gain immunity to cold, fire, or lightning damage.
Your claws channel the powers of one of the many demons When a creature hits you with a melee attack they take
of the abyss. Your claws deal an extra 1d6 of cold, fire, or damage of the same type as the immunity you chose equal
lightning damage. You choose the type when you to your Intelligence modifier.
transform You ignore immunity to the frightened condition when you
You gain a number of temporary hit points equal to your attempt to frighten a creature.
proficiency bonus + your Occultist level You can expend 3 Insight as a bonus action to teleport up
to 60 feet to an unoccupied space you can see.

6
Hunting Hunter's Advance
14th level Hunting feature
Occultist who pursue the craft of hunting seek to rid the Your prey can't escape you, as you are relentless in their
world of beasts and abominations with all the tools at their execution. After you take the dash action you may make a
disposal. They use their knowledge of the occult and strange weapon attack at a creature within range as part of the same
to power their tactics and how they use their blades. With action. Additionally, your Slayer's Mark gains the following
blood and steel they stand as a vanguard for all. benefits:
Student of the hunt Once on a turn, you can add your Intelligence modifier the
1st level Hunting feature You gain proficiency in the damage roll of the attacks you make.
acrobatics, and survival skills. Additionally when you make a Your attacks against your mark cannot suffer from
Wisdom (survival) check, you gain a bonus to that roll equal disadvantage as long as you're within 30 feet of the target.
to your Intelligence modifier. You can deal your Slayer's Mark extra damge a second
time in the same turn, but you must target a different
Slayer's Mark target for each attack.
1st level Hunting feauture
Your hunt has begun, there are beasts that need slaying. You Inheritor of the Hunt
can use a bonus action to mark a creature you can see as 20th level Hunting feature
your mark, this mark provides you mystical abilities for 10 You've reached the apex of the hunt. Abominations cower
minutes, until you slay the target, or you mark another before your blade and you stand stall against them. Your
creature with this ability: Slayer's Mark gain the following benefits:
Once per turn, you can deal an extra 1d6 damage to the You can target three creatures with your mark
marked creature. The damage increases by 1d6 when you Your attacks against your mark score a critical on a roll of
reach 3rd level (2d6), 6th level (3d6), 10th level (4d6), 14th 18 to 20.
level (4d6), and 20th level (5d6) in this class. The mystical power of your Slayer's Mark worms itself
You have advantage on Wisdom (Perception) and Wisdom into the essence of the creatures you target. As an action,
(Survival) checks you make to spot or track the target. you can expend 5 Insight to violently end the mark on one
You can use your mark a number of times equal to your creature. The target must make a Constitution saving
Intelligence modifier (minimum once), and you regain all throw. On a failure, the target takes the maximum amount
expended uses when you finish a long rest. When you gain of damage from your Slayer's Mark + your level in this
your Insight feature you may pay 2 Insight to use this feature class. A creature below 100 hit point when they fail the
again when you have no uses left. safe is reduced to 0 hit points. On a success, they take half
the damage and suffer no other effects.
Strange Instincts
6th level Hunting feature
Your hunting instincts improve your ability in battle. When "Farewell, good hunter. May you find your worth in
you use your Side Step feature you half the damage you take. the waking world."
Additionally, you can now dash and disengage as a bonus
action. Your Slayer's Mark gains the following benefits:
You can target two creatures with your mark
On your following turn after the subject of your mark
damages you, the first attack you make against your mark
allows you to regain a number of hit points equal to half
the damage you deal to the target.
Your attacks against your mark score a critical hit on a roll
of 19 or 20.
The Good Hunt
10th level Hunting feature
Over a long rest you prepare for your hunt. You are able to
prepare a number of special vials of healing potions that you
can drink as a bonus action. They heal you for 1d10 + your
level in this class. You prepare a number of potions equal to
your Intelligence modifier. You may prepare additional
potions by expending 2 Insight per vial. The vials lose their
potency after 24 hours.
If a creature other than you consumes one of these potions
they regain 1d10 hit points + half your level in this class
rounded down.

7
Lycanthropy Moon Touched
6th level Lycanthrope feature
Your pursuits have taken down the path of lycanthropy, You've Your hybrid form is empowered as you find your curse grow
purposely infected yourself with one such curse. Now you stronger within you. It gains the following benefits:
mean to command and control it.
You can dash as a bonus action
Student of Shapechangers You gain a +1 bonus to AC while you aren't wearing armor.
1st level Lycanthropy feature This bonus increases at 14th level (+2), and at 20th level
You gain proficiency in either athletics or acrobatics skills, (+3) in this class. You can use a shield and still gain this
and proficiency in the perception skill. Additionally when you benefit.
make a Wisdom (perception) check, you gain a bonus to that Once on a turn, one of your attacks has advantage against
roll equal to your Intelligence modifier a creature that has half or less of its total Hit Points. If
this attack hits it deals an additional amount of damage
Hybrid Form equal to 1d6 + half your Occultist level.
1st level Lycanthropy feature
As you begin your pursuit for lycanthropy, your first decision The Midnight Hunt
is to choose which path you must travel down as there are 10th level Lycanthrope feature
many kinds of lycanthropes. As you take their curse within Over a long rest you can choose a number of creatures equal
you through rituals and rites you've uncovered. to your intelligence modifier to become part of your pack.
You can channel the curse as a bonus action to shift into a While they are in your pack they gain the following benefits:
hybrid form for 10 minutes which gives you the following Immediately after you take the Dash action, one creature
benefits while you are in that form: in your pack within 60 feet of you can use its reaction to
You have resistance to bludgeoning, piercing, and slashing move up to its speed.
damage from attacks that aren't silvered When you roll initiative you and creatures of your pack
While you are not wearing any armor, your Armor Class gain temporary hit points equal to your level. While you
equals 10 + your Dexterity modifier + your Constitution are in your Hybrid Form, as a bonus action you can
modifier. You can use a shield and still gain this benefit. expend 2 insight to give a creature in your pack these
temporary hit points again.
Additionally, you gain a special benefit depending on the
type of Lycanthrope you become, which you choose when you Beast Shapes
gain this feature: 14th level Lycanthrope feature
Werebear. When you take damage, you can use your reaction You can now Wildshape into one of the following beasts
to roll a d10. Add your Constitution modifier to the number depending on the Lycanthrope you are:
rolled and reduce the damage by that total. Werebear. Brown Bear, Cave Bear, Polar Bear.
Wererat. When a creature misses you with an attack within Wererat. Rat, Giant Rat
20 feet of you, you can use your reaction to move to an Wereraven. Raven, Giant Raven
unoccupied space within 5 feet of them and make a melee Weretiger. Cat, Tiger, Saber Toothed Tiger
weapon attack against the creature. Werewolf. Dire Wolf. Wolf, Wild Dog
Wereraven. You can accurately mimic sounds you have heard When you Wildshape into your beast form your new form
before, including voices. A creature that hears the sounds you has a number of temporary hitpoints equal to half your total
make can tell they are imitations only with a successful hit points. You can Wildshape this way once per long rest.
Wisdom (Insight) check against you Insight DC. Additionally, You can stay in your beast shapes for a number of hours
creatures have disadvantage on opportunity attack rolls equal to half your Occultist level. Alternatively, you may
against you. expend 2 Insight to Wildshape again.
Weretiger. If you move 10 feet towards a creature and then
hit it with a weapon attack on the same turn, that target must Moonborn
succeed on a Strength saving throw or be knocked prone. If 20th level Lycanthrope feature
the target is knocked prone you can make one additional You've reached the apex of your Lycanthropy. Your
weapon attack against it as a bonus action. transformation ends only when you choose to end it or you
Werewolf. As a bonus action, you can let out an ear piercing die. It gains the following benefits:
howl. Creatures of your choice within 30 feet of you that can
hear you must succeed on a Wisdom saving throw or become You have immunity to bludgeoning, piercing, and slashing
incapacitated until the end of your next turn. from nonmagical attacks that aren't silvered
When you take the attack action you can make a special
You can use your Lycan action a number of times equal to third attack, if this attack hits make another attack roll at a
your proficiency bonus if the form you choose has one. -2 penalty to your roll, than if that attack hits make another
You can transform an amount of times equal to your attack with a cumulative -2 (-4). You can repeat these
proficiency bonus, and regain all expended uses after you attacks until you miss. Additionally, You gain a number of
finish a long rest. When you gain your Insight feature you temporary hit points equal to the target's number of Hit
may pay 2 Insight to use this feature again when you have no Dice if they reach 0 from this attack. Once you use this
uses left. attack you can't do so again until you take a long rest, or
expend 5 Insight to do so again.

8
Necromancer Deathly Strikes
6th level Necromancer feature
Death and the living go hand in hand. You've become Your attacks are fueled by undeath. When you hit a creature
enamored with the use of the mortal body postmortem, and with an attack, you can expend 1 to 5 Insight, and the target
with the lingering souls and spirits of the departed. There is makes a Constitution saving throw. On a failure, they take
an abundance on knowledge to be had from the dead. 1d6 necrotic damage per Insight spent, and you or your
undead sentinels heal an amount of hit points equal to half of
Necromancer Magic the damage rolled. On a success the target takes half as much
1st level Necromancer feature damage and no hit points are gained.
You gain access to a small pool of spells fueled by your
Insight and Intelligence is your spellcasting ability modifier Supplies of the trade
for them. You learn the Toll the DeadXGE cantrip. 10th level Necromancer feature
You also learn an additional spell of 1st level or higher when You can empower your undead sentinels by providing
you reach certain levels in this class, as shown in the materials that are used in their ritual. The sentinels gain a
Necromancer Spells table. benefit depending on the materials you use:
Occultist Insight
Corpse. When the hit points of your undead sentinels
Level Spell Cost
reaches 0. You can make an Intelligence saving throw with a
DC of 5 + the damage taken, unless the damage is radiant or
3rd Cause Fear, Ray of Sickness 2 from a critical hit. On a success, the sentinels drops to 1 hit
Gentle Repose, Ray of
point instead.
5th
Enfeeblement
3 Skeleton. A creature restrained by your undead grasp takes
1d6 bludgeoning damage when they fail the saving throw and
9th Animate Dead, Speak with Dead 5 again at the end of each of their turns while they are
13th Blight, Spirit of Death BMT
6
restrained. Additionally, they cannot restore hit points until
the start of the next turn when they take this damage.
17th
XGE
Danse Macabre Negative
7 The corpse or skeleton used as part of summoning your
Energy FloodXGE undead sentinels must be of a small or larger creature to
have an effect.
Student of Undeath
1st level Necromancer feature Undead General
You gain proficiency in the Arcana and Medicine skills. 14th level Necromancer feature
Additionally when you make a Wisdom (Medicine) check, you You gain resistance to necrotic damage, and your undead
gain a bonus to that roll equal to your Intelligence modifier. sentinels are immune to necrotic damage. Additionally, when
you summon your undead sentinels you can choose one of
Undead Sentinels the following options to enhance them:
1st level Necromancer feature Deathlocks. Creatures of your choice within 5 feet of the
As an action you conjure a small group of undead sentinels to target hit by your necrobolts must make a Dexterity saving
your side to aid you in battle for 1 hour. These undead throw or take necrotic damage equal to your intelligence
creatures are represented by a number of hit points equal to modifier on a failure. On a success they take no damage.
twice your Occultist level + your Intelligence modifier. Field of the Dead. The area your undead grasps covers
Whenever you take damage, the undead sentinels take the increases to 60 feet. And you can target a number of
damage instead. If this damage reduces the sentinels to 0 hit creatures equal to your Intelligence modifer when you take
points, you take any remaining damage. your reaction to restrain them.
While the undead sentinels are around you gain the following
benefits: Proto Phylactery
Necrobolt. As a bonus action one of your undead sentinels 20th level Necromancer feature
hurls a bolt of necrotic energy at a creature within 120 feet of You have tethered your mortal soul to an object of great
you. You make a ranged attack, On a hit, the attack deals significance. Over a long rest you can set a tiny object worth
necrotic damage equal to 1d8 + your Intelligence modifier. at least 1000 gp to become your phylactery. While you and
Undead Grasp. The undead sentinels defend an area within the phylactery are in the same realm of existence you gain
15 feet of you. When a creature enters that area for the first the following benefits:
time on a turn or starts its turn inside, you can use your You become proficient in constitution saving throws
reaction to force that creature to make a Strength saving You are immune to poison damage & poisoned condition
throw or become restrained on a failure. A creature undead creatures you create have an additional amount of
restrained this way can repeat this safe at the end of their hit points equal to twice your level
turn breaking free on a success. You can cast create undead and finger of death once per
You can call on your undead sentinels a number of times long rest.
equal to your proficiency bonus, and regain all expended uses
after you finish a long rest. When you gain your Insight If you die while your phylactery is in the same plane of
feature you may pay 2 Insight to use this feature again when existence your soul instead travels to the phylactery's location
you have no uses left. where your body reforms in 1d4 days. After you have died
this way you can't reform again for 7 days.

9
Vampirism On your turn you can expend 1 to 5 Insight to heal an
amount of hit points equal to 1d8 per insight spent as an
Your pursuit of the occult has driven you down to path of action. While you are in your blood mist form taking damage
Vampirism, and their dark transformation into a creature of causes death saving throw failures as normal, and three
the night. Empowered by your new blood cravings you death saving throw failures can still kill you.
continue on your journey to uncover the secrets within blood. Once you use this feature, you can't do so again until you
take a long rest, or if your bite brings a creature to 0 hit
Student of Blood points. Alternatively, you may expend 5 Insight to use the
1st level Vampirism feature feature again when you have no more uses left.
You gain proficiency in the Deception and Stealth skills.
Additionally when you make a Stealth (Dexterity) check, you Daywalker
gain a bonus to that roll equal to your Intelligence modifier. 15th level Vampirism feature
You've matured into your vampiric form, and have transition
Sanguine Child into a powerful daywalker. You gain the following benefits
1st level Vampirism feature from your pursuit:
You've started the rites to transform yourself into a vampire,
as such you gain the following benefits: Your attacks now deal an extra 1d8 necrotic damage.
When you bring a creature to 0 hit points with your bite
You gain a climb speed equal to your walking speed, and you gain a number of temporary hit points for 1 hour
you can move up, down, and across vertical surfaces and equal to twice the creature's number of Hit Dice. While
upside down along ceilings while leaving your hands free. you have these temporary hit points your attacks have
You gain fangs which can be used as a natural weapon. advantage, and you have advantage in Strength and
They count as a simple weapon with the finesse trait. It Dexterity skill checks, and saving throws.
deals 1d6 piercing damage on a hit. The damage of your You can use your bonus action to toss a weapon into the
fangs increases when you reach 6th level (1d8), 10th level air. When you do so, the weapon begins to hover, flies up
(1d10), and 14th level (1d12) in this class. to 30 feet, and attacks one creature of your choice within
Once on each of your turns, one of your attacks with your 5 feet of it. The weapon uses your attack roll and ability
bite can captivate a creature. you can force it to make a score modifier to damage rolls, and it remains afloat for 1
Wisdom saving throw, and if the saving throw fails, the minute. While the weapon hovers, you can use a bonus
target is charmed by you until the end of your next turn. action to cause it to fly up to 30 feet to another spot within
While charmed this way the target has their speed 30 feet of you. As part of the same bonus action, you can
reduced to 0 as they are enthralled by you. cause the weapon to attack one creature within 5 feet of it.
You can charm a creature an amount of times equal to your The weapon you choose must lack the heavy property.
proficiency bonus, and regain all expended uses after you You can cause a weapon to float this way a number of
finish a long rest. When you gain your Insight feature you times equal to your proficiency bonus, and regain all
expended uses after you finish a long rest. Additionally,
may pay 2 Insight to charm a creature again when you have you may expend 3 Insight to do so again when you have
no uses left. no uses left of this feature.
Blood Bound Vampire Lord
6th level Vampirism feature 20th level Vampirism feature
Your transition into a vampire continues. You detect as A true vampiric being who commands the night and has
undead, and you gain further benefits from your pursuit: conquered the sun. You no longer age and can't be magically
You gain resistance to necrotic damage. aged. Additionally, you gain the following abilities as you
Your attacks deal an extra 1d6 necrotic damage. ascend into your true form:
Your bite counts as magical for the purpose of overcoming As an action you can spend 5 Insight and partially turn
resistance and immunity to nonmagical attacks and your body into a blood mist and gain a fly speed equal to
damage. your movement speed for 1 minute. While you are in this
When you successfully charm a creature with your bite, as form you gain resistance to bludgeoning, piercing, and
a reaction you can expend 2 Insight and force the creature slashing damage from nonmagical attacks.
to move up to its speed and make an attack at a creature When a creature of your choice that can see you starts
of your choice within range. If the creature the target hits their turn within 15 feet of you they must make a Wisdom
is friendly to them, it can repeat the saving throw to end saving throw or become charmed by you for 24 hours on a
the charm effect. failure. On a success they suffer no other effects and are
Misty Escape immune to this charm for 8 hours. While charmed by you
10th level Vampirism feature this way they consider you as a trusted friend to be heeded
When you would be reduced to 0 hit points you instead turn and protected. You can charm a creature this way a
into a blood red cloud of mist instead of falling unconscious, number of times equal to your proficiency bonus, and
provided that you aren't in sunlight. When you transform you regain all expeneded uses after you finish a long rest.
can immediately teleport to an unoccupied space you can see Additionally, you may expend 3 Insight to do so again
within 60 feet of you. when you have no uses left of this feature.

10
Ritual of Monitoring
Esoteric Ritual 1st level Arcana ritual
Esoteric Rituals are rare occult ceremonies that you have Ritual Time: 10 minutes
researched during your pursuit within the strange. There are Participants: 2
many an Occultists can learn and perform, and most require Duration: 8 hours
the aid of willing participants to accomplish them. When
performing an Esoteric Ritual you must meet its You place a brand on a willing participant. For the duration,
prerequisites and must be of a level appropriate for the ritual. as long as you and the other participant are within 5 miles of
Each ritual specifies your level requirement, the number of each other you are aware of their location. Once you use this
creatures needed to perform it, the time it takes to complete ritual you can't do so again until you finish a long rest.
the ritual, the related skill to the ritual, and its duration. Some Ritual of Night Camp
rituals may require a skill check, those rituals will specify 1st level Nature ritual
what skill check must be made, but generally, they will fall
under one of the following categories: Arcana, Medicine, Ritual Time: 1 minute
Nature, or Religion. Furthermore, depending on the result of Participants: Self
your skill check you gain additional benefits to the ritual. Duration: 8 hours
Additionally, when a participant of the ritual is proficient in You beseech the nearby spirits of the area you are currently
the related skill you gain a +1 bonus to your total up to a max in. These spirits may be fey spirits, undead spirits, or other
equal to your proficiency bonus. benevolent spirits that come to your aid. These helpful spirits
1st level rituals set up a campsite using your supplies within a 10 foot radius
around you. Additionally, the spirits remain alert for the
Ritual of Birdcalling duration alerting you to any creature who steps foot in or out
1st level Nature ritual of the radius. At the end of the ritual's duration the spirits
pack up the campsite and depart. Once you use this ritual you
Ritual Time: 10 minutes can't do so again until you finish a long rest.
Participants: Self
Duration: Instantaneous Ritual of the Night Veil
You spend some time attracting birds or similar beasts to 1st level Nature ritual
your location. When you complete the ritual you may make a Ritual Time: 1 minute
Nature check in order to determine the effectiveness of the Participants: 1-6
ritual. Your DM may determine that a similar enough creature Duration: 1 hour
within the area affected may answer your call, such as a As the moonlight shrouds the night sky, you borrow some of
griffon, at their discretion. A creature attracted by the ritual is its properties and attune yourself and the participants to
not compelled to do anything other than inspect the area you them. for the duration, you and the participants don't have
attracted them to. Once you use this ritual you can't do so
again until you finish a long rest. disadvantage on perception checks due to dim light while
under the moonlight. Once you use this ritual you can't do so
DC Area affected again until you finish a long rest.
10 or lower within 100 feet Ritual of Piety
15 within 200 feet 1st level Religion ritual
20 within 500 feet Ritual Time: 8 hours
Participants: 2-6
25 or higher within 1 mile Duration: 24 hours
Ritual of Conversion
You and the participants of the ritual expend some time
devoting prayer to a specific deity who you revere and are
1st level Medicine ritual faithful to. At the end of the ritual time, make a Religion
Ritual Time: 1 minute check, and the next time you or the participants of the ritual
Participants: Self take damage you may reduce that instance of damage equal
Duration: Instantaneous to a roll depending on the result of your Religion check. Once
After you conduct a meditative ritual in which you use the damaged has been reduced this way the ritual ends. A
knowledge you've accumulated over the course of you creature can only benefit from one Ritual of Piety at one time.
research into the occult and esoteric arts you are able to If another Ritual of Piety is conducted, the current one ends
convert it into a restorative essence. When you complete the and the new one replaces it. Once you use this ritual you can't
ritual you can expend any number of Insight you have and do so again until you finish a long rest.
regain 1 hit die for every 2 insight you spend. You cannot DC Damaged Reduced
exceed your normal number of Hit Dice. Once you use this
ritual you can't do so again until you finish a long rest. 15 or lower 1d6
20 1d8
25 or higher 1d10

11
Ritual of the Shared Mind
1st level Arcana ritual
Ritual Time: 1 hour
Participants: 2-6
Duration: 8 hours
You and the participants of the ritual create a shared
connection as you tap into old eldritch rites. As long as you
are within 1 mile of a connected creature you can use your
bonus action to send a 25 word message to all the connected
participants of the ritual. Once you use this ritual you can't do
so again until you finish a long rest.
Ritual of Succor
1st level Medicine ritual
Ritual Time: 10 minutes
Participants: 2-6
Duration: Instantaneous
While performing the ritual, you and the participants in the
ritual can choose to expend and roll any number of hit dice
and choose a participant to heal a number of hit points equal
to the roll of the hit dice they expend. Once you use this ritual
you can't do so again until you finish a long rest.
Ritual of Swarm Warding
1st level Arcana ritual
Ritual Time: 10 minute
Participants: 1-6
Duration: Special
You and the participants of the ritual ward yourselves against
Swarms. When you complete the ritual you may make an
Arcana check in order to determine the duration of the ward.
DC Duration
10 or lower 1 hour
15 8 hours
20 or Higher 24 hours

For the duration, swarms cannot willingly occupy the space


of the warded creature. If a swarm attempts to enter the
space of the warded creature it must first make a Wisdom
saving throw. On a success the swarm ignores the ward for 1
minute. Once you use this ritual you can't do so again until
you finish a long rest.
Ritual of Vermin Sense
1st level Nature ritual
Ritual Time: 1 minute
Participants: Self
Duration: 1 hour
You enlist the aid of conjured vermin, such as rats, mice,
wasps, spiders, or other similar tiny beasts. You summon a
tiny beast that resembles one of the vermin listed above or
another you and your DM agree would fit the ritual. For the
duration, the tiny beast follows your commands to the best of
its abilities. The vermin alerts you of any diseases or poisons
it detects by taste, touch, or smell. Once you use this ritual
you can't do so again until you finish a long rest.
12
2nd level rituals Ritual of Equivalent Exchange
2nd level Arcana ritual
Ritual of Corpse Light Ritual Time: 1 minute
2nd level Religion ritual Participants: Self
Ritual Time: 10 minutes Duration: Instantaneous
Participants: Self You prepare a small coffer where you place gemstones, coins,
Duration: 8 hours or other valuable objects. At the end of the ritual the items
A pale green light is conjured in an empty lantern that you placed within the container are transformed to their value in
carry with you. The lantern casts bright light in a 60-foot cone gold coins. You can exchange silver, copper, and electrum to
and dim light for an additional 60 feet. When any undead the nearest gold amount. Gemstones into their nearest gold
enters the light of the lantern it turns red alerting you to their amount, valuable art objects, and others into gold. But, the
presence. The light turns red even if the undead creature is ritual has no effect on magic items and weapons and armor.
disguised by an illusion or is invisible. Once you use this Once you use this ritual you can't do so again until you finish
ritual you can't do so again until you finish a long rest. a long rest.
Ritual of Cleansing Ritual of Exhuming
2nd level Nature ritual 2nd level Arcana ritual
Ritual Time: 10 minutes Ritual Time: 1 minute
Participants: Self Participants: Self
Duration: 1 hour Duration: Instantaneous
During this ritual, you tap into the primal nature of the world You craft an occult circle around a grave in order to enact the
around you. You conjure a 5-foot cube of elemental air, water, ritual. You exhume the corpse of a creature within a specific
and fire. For the duration, any object placed inside is cleaned area determined by an arcana check you make. Once you use
of any soil or other matter and dried. A tiny earth elemental this ritual you can't do so again until you finish a long rest.
folds any clothes and organizes any other object within the
cube. Once you use this ritual you can't do so again until you DC Cube
finish a long rest. 10 or lower 5-foot cube
Ritual of Devotion 15 10-foot cube
2nd level Religion ritual 25 15-foot cube
Ritual Time: 10 minutes 30 or Higher 20-foot cube
Participants: 2-6
Duration: 8 hour
Ritual of Enhanced Vessel
You and the participants expend some time devoting prayer 2nd level Arcana ritual
to a specific deity who you revere and are faithful to. Your
faith empowers you depending on a Religion check you make. Ritual Time: 10 minutes
Participants: Self
DC Save Bonus Duration: 24 hours
15 or lower +1 You enchant a vehicle you touch within 5 feet of you. Vehicles
25 +2
have their mph speed increase by an amount depending on
an arcana check you make at the end of the ritual. Any vehicle
30 or Higher +3 that is pulled by a beast or other such creature has the
creatures speed increase while they are pulling the vehicle.
Once you use this ritual you can't do so again until you finish
For the duration, you gain a bonus to save against the a long rest.
charmed or frightened conditions. The first time you save
against one of those conditions the ritual ends. Once you use DC MPH Feet
this ritual you can't do so again until you finish a long rest. 10 or lower 2 5
15 4 10
25 6 15
30 or Higher 8 20

13
Ritual of Last Light Ritual of Serendipity
2nd level Arcana ritual 2nd level Religion ritual
Ritual Time: 1 minute Ritual Time: 10 minute
Participants: Self Participants: Self
Duration: Instantaneous Duration: 8 hours
You target a corpse within 5 feet of you. When you finish the You spend some time devoting prayer to a god or goddess of
ritual roll an arcana check to determine the length of time luck. Your faith wards you against the tides of ill luck. At the
before the corpse's death that you witness. end of the ritual roll a religion check:
DC Time Witnessed DC Reroll Range
10 or lower 10 minutes 10 or lower 1
15 1 hour 15 2
25 8 hours 25 3
30 or Higher 24 hours 30 or Higher 4

you witness the moments before the death of that creature, For the duration, whenever you would roll the number on
as seen from creature’s perspective. You cannot perform this your reroll range or lower, on an attack roll, ability check, or
ritual if the corpse is missing its head. Once you use this saving throw, you can reroll the die and must use the new roll.
ritual you can't do so again until you finish a long rest. Once you use this ritual you can't do so again until you finish
a long rest.
Ritual of Natures Veil
2nd level Nature ritual Ritual of Swift Steps
Ritual Time: 1 minute 2nd level Arcana ritual
Participants: Self Ritual Time: 1 hour
Duration: 1 hour Participants: 1-6
When you finish this ritual you take up the form of a tree, Duration: 8 hours
shrub, large rock formation, or another similar natural object You enchant yourself and the participants of the ritual with a
for the duration. While in this form, you can perceive things way to avoid being hit when a creature attacks with an
out to your normal range of sight, and you retain any special opportunity attack. When you or a participant of the ritual is
senses. But, you cannot use any actions or move. The only hit by an opportunity attack, the target may use their reaction
action you may take is an action to end the transformation. to reduce the attack roll of the creature by an amount equal
Make a Nature check at the end of the ritual to determine the to the result of the roll potentially causing it to miss. Once an
DC for any perception or investigation checks to reveal this attack misses due to this ritual the ritual ends. A creature can
disguise. Once you use this ritual you can't do so again until only benefit from on Ritual of Swift Steps at one time. If
you finish a long rest. another ritual of Swift Steps is conducted, the current one
ends and the new one replaces it. Once you use this ritual you
Ritual of Preservation can't do so again until you finish a long rest.
2nd level Arcana ritual
DC Die Size
Ritual Time: 10 minutes
Participants: Self 10 or lower 1d4
Duration: 24 hours 15 1d6
You preserve food and other perishable objects, for the 25 1d8
duration they do not age or decay. When you finish the ritual
make an arcana check to determine how much food and 30 or Higher 1d10
objects you are able to effect with this ritual. Once you use
this ritual you can't do so again until you finish a long rest.
DC lbs affected
10 or lower 10 lbs
15 20 lbs
25 30lbs
30 or Higher 50 lbs

14
3rd level rituals Ritual of Kindling
3rd level Medicine ritual
Ritual of Binding Steed Ritual Time: 10 minutes
3rd level Nature ritual Participants: 2
Ritual Time: 1 Hour Duration: Instantaneous
Participants: Self You aid a desperate soul and kindle their spirit through a
Duration: Permanent ritual to soothe them on their journey. At the end of the ritual,
You perform a binding ritual on a Large Beast of CR 1/2 or you can end one of the following conditions on the target:
lower that lacks a fly speed, in which at the end of it you make Disease, poison, or madness. Additionally, you fill the
a nature check, contested by an insight check from the beast. creature with determination ending the frightened condition.
On a success, the steed becomes bound to you. A magical Once you use this ritual you can't do so again until you finish
brand appears on the beast. They gain a bonus to their AC a long rest.
equal to half your Intelligence modifier, and they gain a
number of extra hit points equal to your occultist level. Ritual of Prophecy
Additionally, you know the steeds location as long as it's 3rd level Religion ritual
within 1 mile of you. You can't have more than one beast Ritual Time: 10 minutes
bound to you this way, and if you use this ritual on another Participants: Self
beast the initial ritual ends. Once you use this ritual you can't Duration: 1 hour
do so again until you finish a long rest.
You spend your time during this ritual reading your future
Ritual of Extract Essence and finding possibilities through various acts such as:
3rd level Arcana ritual throwing bones, reading cards, following your constellation,
Ritual Time: 8 hours or another similar act. When you conclude the ritual make a
Participants: 2 religion check to determine the size of the die for this ritual
Duration: 8 hours which you roll immediately as you finish the ritual. For the
duration, You can add or subtract from the result of any
You target one Unconscious creature within 5 feet of you. attack roll, saving throw, or ability check made by you or a
They must make a Wisdom saving throw or fall under a creature you can see. You can do this before or after you
charm for the casting time of the ritual on a failure. On a know whether a roll succeeds or fails. . Once you use this
success, the target is alerted of your attempt to charm it, and ritual you can't do so again until you finish a long rest.
if it was asleep they immediately wake up. At the end of the
ritual you gain the following benefits for the duration: DC Die Size

You gain a number of temporary hit points equal to the 10 or lower 1d4
number of hit dice of the target. 15 1d6
You gain advantage on a skill check of your choice the
target was proficient in, if any. 25 1d8
you gain the benefits of a long rest. 30 or Higher 1d10
The target gains a level of exhaustion, and is not aware that
it was charmed. Once you use this ritual you can't do so again Ritual of Polymelia
until you finish a long rest. 3rd level Arcana ritual
Ritual Time: 10 minutes
Ritual of Hunter's Pursuit Participants: Self
3rd level Nature ritual Duration: 24 hours
Ritual Time: 1 minute At the end of the ritual you grow two secondary arms below
Participants: Self your primary pair of arms. The secondary arms can
Duration: 1 hour manipulate an object, open or close a door or container, pick
You target a creature you have seen before, they make a up or set down an object, or wield a weapon that has the light
Wisdom saving throw or their travel speed is reduced by half property. Additionally, while you have these arms, the time it
for the duration. If you have a body part, lock of hair, saliva, or takes to scribe new rituals into your tome is halved. If you
another similar object of the target they have disadvantage on perform this ritual on yourself over the period of a year it
their Wisdom saving throw. Once you use this ritual you can't becomes permanent. Once the ritual becomes permanent
do so again until you finish a long rest. this ritual no longer has an effect on you. Once you use this
ritual you can't do so again until you finish a long rest.

15
Ritual of Scribing Ritual of Transposition
3rd level Arcana ritual 3rd level Arcana ritual
Ritual Time: Varies Ritual Time: 10 minutes
Participants: Self Participants: Self
Duration: Permanent Duration: Instantaneous
You've learned of a way to transcribe your rituals into scrolls You must first spend one use of this ritual to designate a
that others can use. You spend 1 hour, and 25 gold per the receiving location, in which you leave a behind an occult
ritual's level to transcribe a ritual in your tome of ritual into a circle in a 5 foot square. The next time you perform this ritual
ritual scroll. In order for you to create the scroll, the ritual you can target one object to teleport to the previously
must be of a level you are able to perform, and you must be designated location. The object must be able to fit in a 5 foot
proficient with the skill related to that ritual. When a creature cube. If the occult circle you draw up is broken you'll have
other than you uses the scroll they can activate it as normal if designate a new location, and if you perform this ritual to set
they are proficient with the related skill, or they must succeed up a new circle the old one is broken. Additionally, you may
on a skill check of the related skill with a DC equal to your spend 5 Insight when you perform this ritual to increase the
Insight DC. Once you use this ritual you can't do so again size of the circle to fit a 10 foot square. Once you use this
until you finish a long rest. ritual you can't do so again until you finish a long rest.
Ritual of Shadows
3rd level Arcana ritual
Ritual Time: 10 minutes
Participants: 1-6
Duration: 1 hour
At the end of the ritual you conjure a bead of shadows with
an invisible aura that extends in a 60-foot radius centered on
the bead. Non=magical light sources within the radius of the
bead of shadows are suppressed and their light cannot shine
within the radius. You and the participants of the ritual can
see within the radius as if the light sources weren't snuffed.
Once you use this ritual you can't do so again until you finish
a long rest.
Ritual of Structures
3rd level Nature ritual
Ritual Time: 10 minutes
Participants: 2
Duration: Instantaneous
During the ritual you describe or name a structure that is
familiar to you, such as ancient ruins you have been studying.
You sense the direction to the structure's location, as long as
that structure is within a specific range. When you finish the
ritual roll a Nature check to determine the distance you
sense. Once you use this ritual you can't do so again until you
finish a long rest.
DC Distance
10 or lower 500 ft
15 1000 ft
25 1500 ft
30 or Higher 2000 ft

16
4th level rituals Ritual of Haven
4th level Arcana ritual
Ritual of Corpse Bombs Ritual Time: 10 minutes
4th level Arcana ritual Participants: Self
Ritual Time: 10 minutes Duration: 24 hours
Participants: Self You conjure a two story house made of brick, stone, wood, or
Duration: Until dispelled or triggered other similar material. The house can appear as you'd like in
You spend the ritual inscribing a rune upon a corpse or a shape so long as it is structurally sound, and would be able to
medium undead creature with materials such as incense and stand. Each floor of the house is 10 feet tall, and has an area
rare herbs worth at least 200 gp that the ritual consumes. of 200 square feet. There is a staircase that connects the
This rune is an explosive rune that explodes in a 20-foot- lower floor to the one above, and a hatch that connects the
radius sphere centered on the corpse it was inscribed on. second floor to the roof. Each floor can accommodate two of
Each creature in the area must make a Dexterity saving the following floor plans:
throw. A creature takes 6d8 necrotic damage on a failed
saving throw , or half as much damage on a successful one. A bedroom with a bed, nightstand, and a lit hearth
The explosion can be triggered in a couple of different A study with desks, books, bookshelves, parchments, ink,
ways. You may decide on a trigger when the rune is placed on and ink pens
a corpse, such as when a creature comes into touch with the A kitchen with cook's utensils, tables, chairs, fireplace or a
corpse or when a creature comes within a certain distance, cauldron.
or moving the corpse a certain distance. You may set a phrase A Travel room, filled with a large table with
or word that would allow a creature that knows this to bypass Cartographer's Tools, and a globe of the world
the rune and avoid triggering it. You may even set specific An apothecary's room with desks, chairs, shelves, and
creatures that will not trigger the rune. alchemist's supplies or materials from a herbalism kit.
If the rune is placed on a medium undead, you may instead A lounge with couches, armchairs, side tables and
either use your action to trigger the rune placed on them, or footstools
you may use your reaction when the undead creature reaches A bathroom with a tub filled with hot water, pleasant
0 hit points and you are within 60 feet of it to trigger the rune. steam, towels, soaps and natural scented oils.
Regardless of where you place the rune, once it is triggered An empty room.
the ritual ends. Once you use this ritual you can't do so again The insidie of the house is always comfortable and dry,
until you finish a long rest. regardless of the weather outside. Any equipment or
Ritual of Ghastly Guardians furnishings conjured with the house dissipate into smoke if
4th level Arcana ritual removed from it. At the end of the ritual's duration, all
creatures and objects within the house that were not created
Ritual Time: 1 minute by the ritual appear safely outside on the ground, and all
Participants: 1-4 traces of the house and its furnishings disappear.
Duration: 8 hours Additionally, you may spend 5 Insight to create a third floor
You and the participants of the ritual summon tiny undead when you perform the ritual. Once you use this ritual you
spirits who patrol a 15-foot radius area centered on an can't do so again until you finish a long rest.
unoccupied space within 5 feet of you. A spirit appears for If you perform this ritual in the same location and with the
each participant. For the duration, when a creature hostile to same configurations every day for one year it becomes
you or a participant, enters the space the spirits are patrolling permanent if you offer a gem worth 500 gp as a material for
for the first time on a turn they must succeed on a Wisdom the ritual.
saving throw. The creature becomes frightened until the end
of their next turn on a failure. When the spirits forces a
saving throw one of them vanishes with a loud whail that can
be heard within 500 feet. Once you use this ritual you can't
do so again until you finish a long rest.

17
Ritual of the Lotus Ritual of Meticulousness
4th level Nature ritual 4th level Arcana ritual
Ritual Time: 10 minutes Ritual Time: 1 minute
Participants: Self Participants: Self
Duration: 8 hours Duration: 1 hour
You touch a piece of fruit that you spend the ritual with, at the You gain an extreme eye for detail, when learning new
end of performing the ritual, roll a nature check to determine information it takes you half the time to study, comprehend,
how strong the effects of the cursed fruit are. When a and find it from books and other sources similar to them for
creature eats the fruit it must make a Wisdom saving throw the duration of the ritual. You have advantage on Arcana,
or become charmed for the duration specified on the ritual History, Nature, and Religion checks. Once you use this ritual
table. While a creature is charmed this way their speed you can't do so again until you finish a long rest.
becomes 0 and they fall prone. The ritual ends for an affected
creature if it takes any damage or if someone else uses an Ritual of Protection
action to shake the creature out of its dazed state. If a 4th level Medicine ritual
creature fails the save of this ritual by 5 or more, they gain a Ritual Time: 1 minute
level of exhaustion. Once you use this ritual you can't do so Participants: 2-6
again until you finish a long rest. Duration: 1 hour
DC Charm Duration You and the participants of the ritual create a bond between
10 or lower 1 minute each other in order to safeguard one another's life. When a
participant of the ritual would drop to 0 hit points as a result
15 10 minutes of taking damage, a participant of the ritual may use their
25 1 hour reaction to spend one Hit Die to heal the participant who
would drop to 0. Roll the die, and they regain a number of hit
30 or Higher 8 hours points equal to the total. Then, the ritual ends for the
participant who would have dropped to 0. Once you use this
Ritual of Lullaby ritual you can't do so again until you finish a long rest.
4th level Arcana ritual
Ritual of Refabrication
Ritual Time: 10 minute 4th level Arcana ritual
Participants: 1-4
Duration: 1 minute Ritual Time: 10 minutes
Participants: Self
You start a beautiful performance as your voice echoes all Duration: Instantaneous
around you, drawing creatures in. A creature who listens to
the full performance becomes drowsy and threatens to fall You touch an object that was destroyed within the last 24
asleep. At the end of the performance roll an Arcana check to hours. That object is repaired and it returns to its original
determine the duration of the effect. Each creature within 30 form before it was broken. This ritual can physically repair a
feet of the performance must make a Wisdom saving throw. magic item or construct, but the it can't restore magic to such
On a failure, they fall into a deep slumber and fall an object. Once you use this ritual you can't do so again until
unconscious. The ritual ends for an affected creature if it you finish a long rest.
takes any damage or if someone else uses an action to shake Ritual of Summoning
the creature awake. Undead and creatures immune to being
charmed aren't affected by this ritual. Once you use this ritual 4th level Arcana ritual
you can't do so again until you finish a long rest. Ritual Time: 10 minutes
Participants: Self
DC Sleep Duration Duration: Instantaneous
10 or lower 1 minute You must first spend one use of this ritual to designate a
15 10 minutes retrieval location, in which you leave a behind an occult circle
in a 10 foot square. The next time you perform this ritual you
25 or Higher 1 hour can target one object within the occult circle to summon to
an unoccupied space within 5 feet of you that can
accommodate the object. The object must be able to fit in a 5
foot cube. If the occult circle you draw up is broken you'll
have designate a new location, and if you perform this ritual
to set up a new circle the old one is broken. Once you use this
ritual you can't do so again until you finish a long rest.

18
5th level rituals The wearer becomes hideous and gains abhorrent
features. You may decide what kind of features the wearer
Ritual of Bolstering Defense gains, or you may choose to let those features reflect the
5th level Arcana ritual wearer's greatest fears. Hostile creatures that start their
turn within 60 feet that can see the wearer must make a
Ritual Time: 10 minutes Wisdom saving throw. On a failure, they spend their turn
Participants: Self moving as far away from the wearer as possible.
Duration: Until dispelled The wearer is blinded and incapacitated, its speed drops
When you complete the ritual you touch one object and make to 0, and they fall prone. They are still conscious and
it sturdier. For the duration that objects AC can't less than 18. aware of their surroundings, however they cannot speak.
Additionally, make an arcana check, the objects hit points are When the wearer takes damage they may make a
increased by an amount equal to twice that result. If you Charisma saving throw to break the curse.
target a wall with this ritual it only affects a 10-foot-by-10-foot A remove curse spell ends these effects. At the DM's
section of that wall. An object targeted by this ritual multiple discretion, you may choose an alternative curse effect, but it
times is only affected by the best result of a ritual. Once you should be no more powerful than those described above. The
use this ritual you can't do so again until you finish a long DM has final say on such a curse's effect. Once you use this
rest. ritual you can't do so again until you finish a long rest.
Ritual of the Blood Moon Ritual of Fiendish connection
5th level Arcana ritual 5th level Arcana ritual
Ritual Time: 1 hour Ritual Time: 10 minutes
Participants: 12 Participants: Self
Duration: 24 hours Duration: Instantaneous
This ritual must be performed under the light of a full moon. You must hold a contract with a fiend in order to use this
You perform this ritual with 11 other participants who are ritual.
willing. When the ritual ends each creature spills their blood At the end of this ritual you conjure a small part of the hells
and makes a sacrificial offering of a creature of at least cr 1/2. to you that appears as either a small wooden booth or some
After an orb of crimson is conjured and rises up to 120 feet. sort of stand. Sitting behind it a small devilish puppet awaits
The orb radiates a cool red light, it causes an area within 10 to exchange communication.
miles of the orb to become night even if it is daytime. This You contact the fiend whom you hold a contract with, they
night remains until the duration ends, or you use the ritual answer up to three of your questions to the best of their
again to end the night. You can use the ritual again to extend knowledge. They might offer a cryptic answer or simply reply
the time the night remains, and if you spend 1 year with a yes or no. At the end of your third question the fiend
performing the ritual it becomes permanent. Undead might offer a simple contract for you to sign at your DM's
creatures under the crimson light have advantage on saving discretion, this could involve something to further the
throws against any effect that turns undead. Once you use contract you already have with this fiend or a new one all
this ritual you can't do so again until you finish a long rest. together. Once you use this ritual you can't do so again until
Ritual of Cursed Gifts you finish a long rest.
5th level Arcana ritual Ritual of Healing
Ritual Time: 10 minutes 5th level Medicine ritual
Participants: Self Ritual Time: 1 hour
Duration: 24 hours Participants: 2-6
You curse an amulet or similar object to be worn by a Duration: Instantaneous
creature. The amulet detects as magical to spells such as When you complete the ritual, you and the participants
detect magic, and an identify spell reveals the curse of the remain still while performing the ritual and regain 1d8 + your
amulet. When a creature first wears the amulet they must intelligence modifier of hit points for every 10 minutes you
make a Wisdom saving throw. On a failure the creature can't spend focusing on the ritual. Additionally, at the end of the
remove the cursed amulet willingly. While the creature wears performing the ritual you and the participants of the ritual
the amulet the curse you place upon it extends to them. The lose one level of exhaustion, and gain 4d10 temporary hit
wearer has disadvantage on Wisdom saving throws. points. Once you use this ritual you can't do so again until you
Additionally you may choose one of the following effects to finish a long rest.
apply with the cursed amulet:
The wearer must make a Charisma saving throw before it
makes an attack or targets a creature with a harmful spell.
On a failure, the wearer wastes their turn doing nothing.

19
Ritual of the Hunter's Dream Ritual of the Maddening Veil
5th level Arcana ritual 5th level Arcana ritual
Ritual Time: 10 minutes Ritual Time: 10 minutes
Participants: Self Participants: Self
Duration: 24 hours Duration: 8 hours
You conjure an extradimensional haven from your hunt that When you complete the ritual you conjure a small mote of
lasts for the duration. A small lantern appears within 30 feet eratic yellow energy that illuminates a 30 foot radius sphere
of you. You and any creature you designate who touched this centered on a point within an unoccupied space within 30
lantern is transported to the dream. It otherwise appears and feet of you. The light is a dim soothing light, and while within
detects as a normal lantern that radiates a dim blue light. the radius you feel a comfortable temperate climate. You
Where you are teleported is a small garden filled with flowers designate creatures who are unnaffected by the mote when
of your liking with a large home atop a hill. The atmosphere you place it. A hostile creature who enters the area of light for
is comfortable and calming. the first time must make a Wisdom saving throw. On a failure
The house itself is as large or small as you'd like it to be, but that creature gains a short-term madness for 1 minute. While
it can't exceed 40 cubes, each cube being 10 feet on each afflicted with this madness the creature spends its turn
side. the house is as decorated and furnished as you'd like. It uncontrollably shaking in a fit of laughter, they can't take any
has enough food to serve the designated number of creatures actions or reactions, and may still move at half their speed. At
when you finish the ritual, which is preserved within a the end of each of its turns, and each time it takes damage,
kitchen filled with all the cooking equipment needed to cook the creature can make another Wisdom saving throw. Once
your meals. Anything created within the dream dissipates you use this ritual you can't do so again until you finish a long
into smoke if removed from it, but any item you bring within rest.
can remains until the next time you use this ritual again for
as long as you keep it within a container you designate within Ritual of Sacrifice
the house, the container can hold 24 cubic feet or 600 5th level Religion ritual
pounds of objects. When the ritual ends any creatures or Ritual Time: 10 minutes
other object not within the designated container left inside Participants: Self
the extradimensional space are expelled into the open spaces Duration: 1 hour
nearest to the lantern. Once you use this ritual you can't do so
again until you finish a long rest. You prepare a sacrificial circle in a 10 foot square using the
blood of a humanoid killed within the past 24 hours. When a
Ritual of Indulgence creature dies within the circle, their essence is used to
5th level Nature ritual empower you. You gain a number of Insight equal to the
Ritual Time: 10 minutes creature's number of hit dice. Additionally, if you sacrifice 1
Participants: 2-6 creature for every ten minutes of the duration of the ritual
Duration: Instantaneous you gain the benefits of a long rest. Once you use this ritual
you can't do so again until you finish a long rest.
You manifest a cursed feast to quell the hunger of any who
would eat from it. The feast takes 1 hour to consume and it Ritual of Starlit Wards
disappears at the end of that time, and the effects set in when 5th level Nature ritual
the hour is over. Creatures who partake of the feast eat it with Ritual Time: 10 minutes
more and more desperation. When the creatures finish Participants: Self
eating they must make a Wisdom saving throw. On a failure Duration: 8 hours
the creature is polymorphed into a Pig. Roll a Nature check
to determine how long this transformation lasts. Once you When you complete the ritual you call down motes of
use this ritual you can't do so again until you finish a long starlight that you can place in an unoccupied space within
rest. 120 feet of you. Each mote sheds bright light in a 20-foot
radius and dim light for an additional 20 feet. An invisible
DC Polymorph duration creature that walks into the mote's radius can't benefit from
15 or lower 1 hour being invisible. Roll a nature check to determine the amount
of motes you create. Once you use this ritual you can't do so
20 8 hours again until you finish a long rest.
25 24 hours DC Motes Created
30 or Higher Until dispelled 10 or lower 2
15 4
25 6
30 or Higher 8

20
Moon Touched no longer increases the duration for your
Occultist Changelog transformation
Moon Touched +2 AC bonus comes in at 14th level
Will keep up to date with the latest changes to the Occultist instead of 15th level to match when you gain a subclass
class by ArgenisDBarrios feature
Beast Shapes does not improve the duration of your
V1.0 transformation anymore. Additionally, it does not share its
V1.5 duration with your hybrid form anymore, and it instead
has its own duration.
Overall Formatting Changes.
Necromancer
Base Class Deathly Strikes damaged dealt lowered to 1d6 from 1d8
Hit Die changed to 1d8
New fighting style: Occult Warrior Rituals
Removed Thrown Weapon Fighting Style Ritual of Night Camp ritual time lowered to 1 minute from
Removed Archery fighting style 10 minutes.
Removed Occult Researcher at 9th level Ritual of Conversion cost has been changed to 2 Insight
Removed Sapping Curse Improvement at level 13 for 1 Hit Die
Removed Cursed Physiology at 15th level Ritual of Meticulousness now gives advantage on Arcana,
Moved Awakened Mind to 15th level History, Nature, and Religion checks.
Increased side step cost to 2 Insight Ritual of Piety's lowest roll now awards a 1d6 up to a
Added clarity to Insight features that are used to enhance 1d10
your attacks are meant to only be able to be one per attack
Debilitating Hex is now Debilitating Curse
Reveal Weakness is now Guiding Curse
Curse of Vulnerability is now Vulnerability Curse
Clarification of Two-Weapon Expert: You can't make a
bonus action attack after making an attack with this
fighting style when two weapon fighting.
Ritual of Insight: You now succeed only on the first save
you make before you finish a long rest. Additionally, you
no longer gain additional Insight at this level, and only
regain a number of Insight equal to your intelligence
modifier when you roll initiative and have less than 5.
Examine Foe gains expanded options at 2nd level:
Condition immunities, creature type, damage immunities,
damage resistances, Damage vulnerabilities, saving throw
proficiencies, senses and their range, and skill
proficiencies. But, now you pick two you wish to learn
when you use this Insight feature
Revel in Madness grants you advantage on charisma and
wisdom saving throws
Sapping Curse and Debilitating Curse swapped places
Debilitating Curse can now cause the target to be mute
Demonology
The damage of your claws scale up to 1d8
Transformation time increases in Demonic Might and
Fiendish Constitution have been removed.
Fiendish Constitution grants you resistance to cold, fire,
and lightning while you are transformed and not all the
time now.
Inheritor no longer increases your strength score.
The damage dealt by inheritor of the abyss is now
dependent on the immunity you pick
Call of the Abyss has been slightly reworked, now includes
a way to up cast the spell by using more Insight.
Lycanthropy
Moon Touched no longer gives you a bonus to hit. It
instead grants you additional damage to your attack with
advantage if it hits.
Occultist
Complete rituals and ascend to a higher being
more powerful than yourself with the following
occult pursuits: Demonology, Hunting,
Lycanthropy, Necromancy, and Vampirism.

Occultist (v 1.5) by u/ArgenisDBarrios

Artist Credit: Anato Finnstark


Jeanne d'Arc by Anato Finnstark Cover
Black Star by Anato Finnstark pg 2
Joan of Arc - " Fleur de Lys " by Anato Finnstark pg 5
Hunting and nightmare by Anato Finnstark pg 7
Sand Maker by Anato Finnstark pg 12
Yennefer by Anato Finnstark pg 16
The Eternal Prince by Anato Finnstark pg 17
The Apprentice by Anato Finnstark Back Cover

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