5e - Occultist (KibblesTasty) - GM Binder
5e - Occultist (KibblesTasty) - GM Binder
5e - Occultist (KibblesTasty) - GM Binder
W
isps of purple smoke and .
dancing shadows rise from
the ritual as the young
human woman with strange
magical markings tattooed
across her hands whispers
words in a language long
forgotten, calling forth ancient powers.
The woods creak and bend, black wings
beating as raven alights on the outstretch
hand of an ancient elf, her eyes as black as
the raven's. Soft words are spoken, and the elf
nods in agreement.
A young orc lets out a bellowing roar and
flames burst into a form taller than an
ogre causing her enemies to flee. She holds
up her spear and the flames pour from the
roaring fire spirit to it, swirling about it,
causing it to roar alight with searing
magical flames.
The mysterious halfling woman gives
a knowing smile, her unseeing eyes
focused on you. She knows what
you've come for, and tosses a handful
of incense into the fire; what it is she
sees in there? Your fate? Your destiny?
As she speaks, it is only in riddle.
Occultists are those that follow the old
ways, a path of ritual and wisdom long
known yet oft forgotten. Rather than force
magic to obey, they bind, twist, manipulate,
and compromise with it. They follow ancient
agreements and techniques to produce
results that few fully understand, even
those that use them, but they know it
will work, for it always has.
Ancient Traditions
Occultists are spell casters following legacies that go far
back. While they may or may not be directly tutored or
influence by another member of their tradition, their path to
magic involves unearthing ancient secrets, old ways, and
knowledge gleaned from spirits, ghosts, and elementals. Spiritual Magic
The often personify aspects of their magic in ways that
other casters find odd, coaxing and manipulating magic A common thread of the magic wilded by the Occultist is the
forces by ancient laws and bargains. Occultists tread between spiritual connection of it; the demi-divine nature of magic that
the arcane and the divine, not necessarily worshiping any taps into the weave of magic oft through the intermediaries of
god, but treating gods and spirits alike with cautious respect the power of gods, spirits, elementals, and more. An Occultist
for their domains, asking for the what they take, and carefully is fundamentally tied into the greater magical world, being
giving thought to their actions. neither a source of magic nor an academic researcher of it,
Each tradition that appears in the Occultist is an ancient but wielding it through intuition, cunning, and tradition.
legacy of magic, found deep within folklore and story. Every Frequently an Occultist may call upon their magic through
villager could tell you stories of Occultists and their the mediums of spirits quite directly, even having names for
traditions, and they are often seen in this context. Though the spirits it calls about to bring about certain magical effects;
villagers and the superstitious might fear them and their the verbal component of an Occultist spell might be the spirit
magic, they may be more likely to turn to them than a Wizard, they call upon to work the effect they wish, an invocation of
for at least an Occultist makes sense to them, even if they are their ancient bargain, or words in a language that binds or
scared by their powers. persuades.
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Occultist
Proficiency Occult Cantrips Spells
Level Bonus Features Rites Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Spell Casting, Occult
1st +2 — 3 4 2 — — — — — — — —
Tradition
2nd +2 Occult Rites 2 3 5 3 — — — — — — — —
3rd +2 Occult Tradition Feature 2 3 6 4 2 — — — — — — —
Ability Score
4th +2 2 3 7 4 3 — — — — — — —
Improvement
5th +3 ─ 3 4 8 4 3 2 — — — — — —
6th +3 Occult Tradition Feature 3 4 9 4 3 3 — — — — — —
7th +3 ─ 4 4 10 4 3 3 1 — — — — —
Ability Score
8th +3 4 4 11 4 3 3 2 — — — — —
Improvement
9th +4 ─ 5 4 12 4 3 3 2 1 — — — —
10th +4 Traditional Expertise 5 5 13 4 3 3 3 2 — — — —
11th +4 ─ 5 5 14 4 3 3 3 2 1 — — —
Ability Score
12th +4 6 5 15 4 3 3 3 2 1 — — —
Improvement
13th +5 ─ 6 5 16 4 3 3 3 2 1 1 — —
14th +5 Occult Tradition Feature 6 5 17 4 3 3 3 2 1 1 — —
15th +5 ─ 7 5 18 4 3 3 3 2 1 1 1 —
Ability Score
16th +5 7 5 19 4 3 3 3 2 1 1 1 —
Improvement
17th +6 ─ 7 5 20 4 3 3 3 2 1 1 1 1
18th +6 ─ 8 5 21 4 3 3 3 3 1 1 1 1
Ability Score
19th +6 8 5 22 4 3 3 3 3 2 1 1 1
Improvement
20th +6 The Old Ways 8 5 22 4 3 3 3 3 2 2 1 1
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KibblesTasty's Occultist v1.1
Equipment Spellcasting Focus
You start with the following equipment, in addition to the You can use an occult fetish as a spellcasting focus for your
equipment granted by your background: Occultist spells.
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane focus Occult Fetish
(a) a scholar’s pack or (b) an explorer’s pack Similar to a Holy Symbol or an Arcane Focus, an
A herbalism kit. Occult Fetish is a magical focus, but one that
functions for the Occultist.
Spellcasting It can be almost anything, though usually has a
somewhat macabre bent, such as a skull decorated
As a practioner of occult magic, you have inherited and with feathers or pendant decorated with teeth and
developed techniques to manipulate reality through mediums runes.
of rituals, spirits, elements, and more. See Spells Rules for You can buy or make one for 10 gp, and it
the general rules of spellcasting and the Spells Listing for the typically weighs about 1 lb.
Occultist spell list.
Cantrips
At 1st level, you know three cantrips of your choice from the Occult Tradition
Occultist spell list. You learn additional Occultist cantrips of Choose an occult tradition, shaping your the techniques,
your choice at higher levels, as shown in the Cantrips Known features, and rites available to you from the following: Oracle,
column of the Occultist table. Shaman, or Witch.
Spell Slots
Your choice grants you features when you choose it at 1st
level, 3rd level, 6th level, and 14th level.
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 witchbolt and
have a 1st-level and a 2nd-level spell slot available, you can
cast witchbolt using either slot.
Spells Known of 1st Level and Higher
You know four 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 practitioners knowledge of
traditional, 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 a 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.
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Occult Rites Traditional Expertise
In as you delve your Tradition of occult magic, you find Starting at 10th level, your passed down knowledge of
deviations and branches to explore that help you specialize tradition gives you expertise in a skill of your tradition;
and perfect your craft in the way that best suits you. choose one of your skill proficiencies form Animal Handling,
At 2nd Level, you gain two Occult Rites of your choice. Your Arcana, Medicine, Nature, Survival. Your Proficiency Bonus
Occult Rites options are detailed at the end of the subclass is doubled for any ability check you make that use of the
description for subclass specific Rites, and at the end of the chosen Proficiency. If you have proficiency in none of the
class description for general Rites, you can select from either selected skills, you can instead gain proficiency in one of your
you subclass or class list.. When you gain certain Occultist choice.
levels, you gain additional Occult Rites of your choice. Additionally, when you make a Wisdom ability check, you
Additionally, when you gain a level in this class, you can can draw upon your Tradition and expend a 1st level spell slot
choose one of the Occult Rites you know and replace it with to gain advantage on the check.
another Occult Rites that you could learn at that level. A level
prerequisite in a Occult Rite refers to Occultist level, not The Old Ways
character level. At 20th level, your master of ritual and tradition is extensive
an unparalleled, you've unlocked ancient secrets and
Class & Subclass Rites perfected techniques to master rituals completely. Any
occultist spell you know of 3rd level or lower becomes a ritual
Each subclass has specific rites that only they can spell for you. When you cast a spell that is not normally a
select, and for each subclass, these are added to
the pool of rites with the class rites you can select.
ritual as a ritual, it requires additional consumed material
You can select from either list when you are
components worth 10 gold per level of the spell.
selecting a new rite. Additionally, your mastery of rituals allows you to work
them more quickly, and a spell only takes additional turns
equal to the spells level to cast (for example, casting a 3rd
level spell as a ritual would take fours turns to cast, casting as
Ability Score Improvement your action or bonus action on the fourth turn). Spells with a
When you reach 4th level, and again at 8th, 12th, 16th, and casting time of a reaction cannot be cast as a ritual.
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.
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White Coven Witch's Touch
Witch Level Bonus Spells
Starting at 6th level, whenever you cast a spell of 1st level or
higher with (including through your familiar), you can add
1st binding curseO, healing word one of the following modifiers to the spell:
3rd calm emotions, hold person It grants one affected target temporary hit points equal to
5th revivify, mass healing word your Wisdom modifier. Only one creature can have these
temporary hit points at a time.
7th banishment, otilue's resilient sphere It deals additional damage equal to your Wisdom modifier
9th curse of impotenceO, summon celestial to one affected creature.
It adds or subtracts 1d4 from the target's next attack roll
Green Coven or saving throw before the start of your next turn.
Witch Level Bonus Spells You can also confer these effects to another spell with a
1st befuddling curseO, entangle
range longer than touch by making its range touch, or confer
these effects as an action without casting a spell by touching
3rd alter self, enlarge/reduce a target (making a melee spell attack to do if the target is an
5th major image, summon fey unwilling creature).
7th greater invisibility, polymorph Master of Curses
9th O
swapping curse , wrath of nature Starting at 14th level, when you cast a curse spell that
requires a material component that would be consumed by
Familiar Bond
the spell, you no longer need that material component and
can use your occult fetish as the material component of the
At 3rd level, when you cast find familiar, your familiar gains spell.
an Intelligence, Wisdom and Charisma of 10, and the ability Additionally, any time you cast a curse with a duration that
to speak any languages you speak. is not Instantaneous or hex you have advantage on
Black Coven concentration saving throws to maintain their effects.
As a reaction to a creature within 30 feet of your familiar
hitting with an attack, you can have your familiar can subtract Rules Tip: Consumed components
1d4 + half your Occultist level (rounded down) from their Note that while normally a material component can
attack roll. You can choose to use this feature after the be replaced with a spell casting focus, if the
creature makes its roll, but before the DM determines material is consumed or has a cost, it cannot be
whether the attack roll succeeds or fails, or before the replaced by a spell casting focus.
creature deals its damage. It can do this a number of times
equal to your Wisdom modifier, regaining all uses after you
complete a long rest.
Witch Specific Rites
White Coven Animate Broom
When you complete a long rest, your familiar gains Prerequisite: 12th level Witch
temporary hit points equal to your twice Occultist level + you You infuse an object - traditionally a broom, but can be any
Wisdom modifier. As a reaction to a creature within 30 feet of vaguely broom-shaped object (like a spear, staff, or similar) -
it being attacked, you can have your familiar teleport to that with flying magic, turning it into a Broom of Flying (basic
creature and give it temporary hit points up to the number of rules, pg. 156). If your broom is lost or destroyed, you can
temporary hit points it currently has (minimum one). If the create a new one during 8 hours of work. If a previous broom
familiar has no temporary hit points remaining, it cannot use still exists when you make a new one, it loses its magic upon
this reaction. the completion of the new one.
Green Coven Animate Hair
When you complete a long rest, your familiar gains illusory As a bonus action, you can expend a 1st level spell slot to
duplicates equal to your Wisdom modifier. These persist until cause your hair to lengthen, strengthen, and spring to life for
destroyed by taking damage or you complete a long rest. The 1 minute. While it is animated, you can use your action to
illusory duplicates cannot take any actions, but move and act make a melee spell attack with a range of 5 feet with it,
like your familiar during your turn, staying within 30 feet of dealing 1d8 bludgeoning damage on hit. This increases by
you or it. 1d8 when you reach 5th Level (2d8), 11th level (3d8), and
At the end of your familiar's turn or when it takes damage, 17th level (4d8). If you hit a Large or smaller creature with
it can swap places with an illusory familiar. If it does this as a this attack, as a bonus action you can attempt to grapple the
result of taking damage, the illusory familiar is destroyed but creature with your hair using your Wisdom modifier in palce
the familiar takes no damage. Illusory duplicates are immune of your Strength modifier to initiate and maintain grapple.
to damage while within 5 feet of you. A grappled creature can contest the grapple as normal, or
You can assume illusory familiars are in the witch's space deal 5 slashing, fire, or acid damage to the hair to free
unless otherwise specified. themselves. The hair has an AC of 12, and you take no
damage when it is attacked.
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Rites of the Moon
You learn the ancient rites of the moon and the powers that
holds, opening new pathways of magic to you. You learn the
following spells at the following levels. This are Occultist
spells for you.
Occultist Level Spells Learned
1st faerie fire
3rd moonbeam
5th tidal wave
7th control water
9th wall of light
Riding Familiar
If you have a familiar without a flying speed, as an action
you can make them become a creature one size larger than
you (up to Large sized) for 8 hours. As an action, you can
revert your familiar to it's normal size. At 12th level, you can
use this ability on familiar with flying speed. Once you do this,
Companion Coven you cannot do so again until you complete a short or long
As a ritual that takes 1 hour, you can form a coven bond rest.
with one willing creature that has spell slots. While both of
your are conscious and within 120 feet of each other, you Skulking Familiar
gain the ability to share spell slots up to a spell slot level of Any familiar summoned by you gains proficiency in the
your Witch level divided by four (rounded down), minimum of Stealth skill, and its movement doesn't provoke opportunity
1st level slots. While this bond is active, you can use your attacks.
Spellcasting feature to cast using their spell slots (consuming Witch's Brew
them as normal), and they can use their Spellcasting feature During a short or long rest, you can infuse a spell with a
(if they have one) to cast using your qualifying spell slots casting time of one action or bonus action into a concoction,
(consuming them as normal). expending the spell slot on completion of the rest.
Additionally, you know their location at all times while they This spell can subsequently be cast by anyone carrying the
are part of your coven and within 120 feet of you. You can potion by drinking the potion as an action, with the drinker as
only be bonded to one creature with this bond at a time. You the target, acting as the caster of the spell, but using the
can end this coven at any time. Witch's spell casting ability modifier.
Evil Eye The potion remains potent until you complete a long rest
You gain the ability to lay the most unsettling of gaze upon and recharge the spell slot expended to create the potion.
a creature. As a reaction to a creature hitting you with a
melee attack, you can unleash a terrifying glare at them. The
target creature must make a Wisdom saving throw or Alchemist Rules
become frightened of you until the end of your next turn. If your group uses the KibbleTasty Artificer, you
Once a creature has passed a save against this ability, they can use the rules for Alchemical Infusions (Artificer,
are immune to it for 24 hours. pg 17) for this feature, but can only make 1 potion
Additionally, you gain proficiency in the Intimidation skill. during a short or long rest with it, and using the
your Spells Known as the valid selection options.
Familiar Swap
If your familiar is within 60 feet of you, as an action, you
can swap places with your familiar. If you cannot fit into the Witch's Claws
space where your familiar is, the ability fails and you take 1d6 You learn the cantrip primal savagery. When you deal
force damage. Once you do this, you cannot do so again until damage to a creature with primal savagery, you can add your
you complete a short or long rest. Wisdom modifier to the damage dealt. At 6th level, when you
hit with primal savagery you can apply the effects of Witch's
Form of the Familiar Touch as a bonus action.
You learn the form of familiar spell, and gain the ability to
cast it once without expending a spell slot as an action. You Witch's Hat
regain the ability to cast it in this way again after completing You invest some of your magic, turning a hat (traditionally a
a short or long rest. floppy wide brimmed black witch's hat) into a hat of disguise.
If your hat is lost or destroyed, you can create a new one with
2 hours of work. If a previous hat still exists when you make a
new one, it loses its magic upon the completion of the new
one.
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Tradition of the Oracle
Oracle's Curse
An oracle is an occultists whose power comes to them from Optional Feature
their connection to fate; bound and empowered oracles carry These are optional additions for an Oracle to
some piece of divine mystery within them, tied to an aspect of select at 1st level.
destiny and fate. As their power grows they begin to
understand this mystery with revelations, unlocking its Blind. You are permanently blinded. You gain the
secrets and the power they contain. Oracle's Sight rite.
An oracle typically does not directly serve a god, rather they
often are people who's fate has entangled them in the affairs Frail. Your hit dice become d4s. Once per day when
of the gods. Oracles have great power, but their powers are you complete a short rest, you can regain
expended spell slots equal to half your Oracle level
not ones that mortals were meant to have, and consequently (rounded up).
they are frequently burdened by their powers.
Burned. (Requires Mystery of Fire) Your hands are
Divine Touch scarred by terribly burns. You have disadvantage
At 1st level when you select this Tradition, you have been with weapon attacks and slight of hand checks. You
touched by a divine revelation that has given you a gift of gain the Revelation of Fire rite.
insight and a dramatic flair to deliver it - you learn the
cantrips guidance and thaumaturgy. Foresworn. Visions of the future come easily to you.
The casting time of Divination spells that take 1
You learn the following spells at the following levels. These minute is reduced to 1 action for you. You cannot
are occultist spells for you. reveal the results of your divinations to others.
Occultist Level Spells Learned Twice Gifted. You bear more gifts than a mortal
1st identify mind can comprehend. You can select an
additional Mystery, but the spells granted by
3rd locate object Mysteries now count against your spells known.
5th clairvoyance
7th locate creature
9th legend lore
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 options Mystery of Life, Mystery of Fire,
Mystery of Death or Mystery of War.
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 can select an additional Mystery at 5th (two
Mysteries) and again at 11th level (three Mysteries).
Mystery of Death
Your understanding of the nature of death unlocks its secrets
for you. You learn the following spells at the following levels.
These are occultist spells for you.
Occultist Level Spells Learned
1st false life
3rd gentle repose
5th witherO
7th blight
9th killing curseO
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Mystery of Fire Revelations of Fate
Your understanding of the nature of fire unlocks its secrets You can expand on the powers granted by your
for you. You learn the following spells at the following levels. Mysteries with special Occult Rites called
These are occultist spells for you. Revelations. A Revelation is triggered when you
cast a spell. You can trigger only one Revelation per
Occultist Level Spells Learned spell cast.
1st burning hands
3rd continual flame
Fate Reading
5th fireball Starting at 3rd level, your connection to the flow of fate gives
7th fire shield you the ability to read from it, tracing outcomes and
9th immolation
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
Mystery of Life against the triggering attack). You can do this a number of
Your understanding of the nature of life unlocks its secrets times equal to your proficienecy bonus, regaining all uses on
for you. You learn the following spells at the following levels. a long rest.
These are occultist spells for you. Additionally, you learn the spell augury and can cast it at
Occultist Level Spells Learned
will without expending spell slot.
1st healing word
Winding Paths of Fate
3rd warding bond
It should be noted that this does not negate the
5th mass healing word normal drawback of casting augury multiple times.
As you delve fate further for more information, it
7th aura of life
becomes harder to read as the flow becomes more
9th mass cure wounds turbulent for your changes to it.
Mystery of Battle
Your understanding of the nature of battle unlocks its secrets Enlightened Understanding
for you. You learn the following spells at the following levels. Starting at 6th level, whenever you activate a Revelation, you
These are occultist spells for you. gain temporary hit points equal to your Wisdom modifier.
Occultist Level Spells Learned Master of Prophecy
1st thunderous smite Starting at 14th level, you can cast augury a number of times
equal to your Wisdom modifier before per day before it starts
3rd branding smite having a chance to return random answers.
5th blinding smite Additionally, when you divine the future with augury, you
can issue a cryptic prophecy, with three specific points for
7th staggering smite rolls that may occur within the next 30 minutes. For each
9th banishing smite specific point you prophesize, if you specify only the type of
roll (for example, an attack, a Strength (Athletics) check, or
Mystery of Souls an initiative roll, etc), a d4 is reserved (example "someone will
Your understanding of the nature of battle unlocks its secrets be particularly quick when rolling initiative").
for you. You learn the following spells at the following levels. If you specify a specific action and a specific person, a d6 is
These are occultist spells for you. reserved (for example, "when the wizard Caius rolls for
initiative, he will be unusually quick"). If you give it a specific
Occultist Level Spells Learned unlikely condition, a d8 can be reserved at the discretion of
1st unseen servent
the DM.
A specific action or person can only have one prophesized
3rd healing spirit event. If that prophesized event takes place (at the discretion
5th spirit guardians
of the DM it has occurred), the oracle can spend the reserved
die and add it to the roll; if multiple events trigger the
7th guardian of faith prophecy, the oracle can select which of them is effected by
9th raise dead the reserved die.
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Oracle Specific Occult Rites Revelation of War
Prerequisite: Mystery of War
Death Watcher Within war and conflict you see the true essence of perfect
Prerequisite: 12th level Occultist conflict. Once per turn on your turn, when you cast a spell of
You can see the lines of fate, and detect when one of them 1st level or higher, can make a single melee weapon attack as
is about to snap. When an ally would drop to 0 hit points as a part of the same action.
result of taking damage, you can manipulate their fate with a
cryptic warning. Target instead drops to 1 hit point, and the Touch of Fire
spell ends. Prerequisite: Mystery of Fire
Once you use this ability, you cannot use it again until you You learn the cantrip burn. Additionally, as a bonus action
complete a long rest. you can take 1 fire damage and can cause a weapon you are
carrying to burst into flames for 1 minute or until you let go
Divine Miracle of it. For the duration, it sheds bright light for 10 feet and dim
You learn one cleric spell of your choice. The spell must be light for an additional 10 feet. Attacks made with the weapon
of a level you can learn, and becomes an Occultist spell for while it burns deal an additional 1d6 fire damage.
you. The spell does not count against your spells known.
Truth of Death
Divine Sight Prerequisite: Mystery of Death
Prerequisite: 15th level Occultist All things must end. Necrotic damage dealt by your spells
If you have blindsight, you gain truesight with a range equal and effects ignores resistance to necrotic damage.
to your blindsight.
Truth of Fire
Oracle's Sight Prerequisite: Mystery of Fire
You gain blindsight with a range of 15 feet. When affected Everything burns. When roll fire damage, you can reroll
by the Blinded condition for more than a minute the range of any number of fire damage dice. You must use the new rolls.
this sight is doubled while under that effect. If you reroll all the dice of the damage roll, the damage
bypasses any fire resistance a target has. You take 1 fire
Revelation of Fire damage for each die rerolled, this damage cannot be resisted.
Prerequisite: Mystery of Fire
When you cast a spell of 1st level or higher, you can shroud Truth of War
yourself in flames until the start of your next turn, giving you Prerequisite: Revelation of Battle, 5th level Occultist
partial cover. Your understanding of war reveals that it comes easily. You
At the end of your turn, you and all creatures within 5 feet can trigger the Revelation of Battle when cast a cantrip that
of you take 1d6 fire damage. Any creature that strikes you has a casting time of one action.
with a melee attack while within 5 feet of you takes an
additional 1d6 fire damage. Truth of Souls
Prerequisite: Mystery of Souls
Revelation of Life You have advantage on Constitution saving throws to
Prerequisite: Mystery of Life maintain concentration on spells granted by the Mystery of
Your powers are tied to the nature of life and its ever Souls.
shifting balance. When you cast a spell of 1st level or higher,
you can heal a creature other than yourself within 30 feet for Twin Revelation
a number of hit points equal to your Occultist level. Your Prerequisite: 12th level occultist
current hit points are reduced by half as many hit points as When you cast a spell that invokes a Revelation, you can
you restore with this feature. invoke two different Revelation at the same time, as long as a
You can only use this ability on creatures that have vibrant spell fulfills both Revelation's requirements.
life pulsing within them, it does not work on undead, Understanding of War
constructs, or creatures at zero hit points. Prerequisite: Mystery of War
Revelation of Souls When you make a weapon attack, you can use your
Prerequisite: Mystery of Souls Wisdom modifier, instead of Strength or Dexterity, for the
The souls of the departed are all around. When you cast a attack and damage rolls.
spell of 1st level or higher, you can conjure a benevolent soul
or a tormented soul to empty space you can see with 30 feet.
The first creature other than you that enters the space of a
benevolent soul is healed for a number of hit points equal to
the level of the spell. The first creature other than you to enter
the space of a tormented soul takes necrotic damage equal to
the level of the spell.
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KibblesTasty's Occultist v1.1
Tradition of the Shaman Extra Attack
A shaman is an occultist that walks the paths of the spirits, Beginning at 6th level, you can attack twice, instead of once,
binding them to their cause to empower themselves or bring whenever you take the Attack action on your turn.
havoc to their foes. Tough and powerful, they are most often If you have a manifested spirit, you can replace one or both
found in the thick of the fight, wreathed in their primal power. attacks with the special attack with it.
A shaman may view themselves as in service to their spirits Spiritual Empowerment
or as served by the spirits; the what and the how of their Starting at 14th level, when you cast a spell of 1st level or
contract can vary wildly, as can the source of their spirits, be higher, you can make a single weapon attack as a bonus
it pulling from an ancestral or primal powers. action. If you have a manifested spirit, you can attack with it
Spiritual Warrior in place of making a weapon attack.
When you select this subclass, you gain proficiency in simple Shaman Specific Rites
weapons, light armor, medium armor and shields.
Additionally, your hit point maximum increases by 1 and Avatar of the Elements
increases by 1 again whenever you gain a level in this class. Prerequisite: 11th level Shaman
You learn the investiture of fire, investiture of ice, and
Call Spirit investiture of stone spells. These are Occultist spells for you.
Starting at 1st level, as a bonus action you can call a spirit to When you cast one of these spells, you can choose to shorten
your side. This can be a primal spirit of fire, cold, or lightning, the duration of the spell to to 1 minute. When you do so,
or an ancestral spirit with radiant or necrotic power. This these spells do not require concentration.
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 it strengthens your melee
weapon attacks, causing them to deal an additional 1d4
damage of the spirit's type.
As a bonus action while it is bonded, you can manifest the
spirit 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. Melee spell
attacks done by the spirit deal 1d4 + your Wisdom modifier
damage of the same spirit's type on a hit. 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 move more than 60 feet from
it.
Empowered Spirits
Starting at 3rd level, when you call a spirit, you expend a spell
slot of 1st level or higher to empowered that spirit. An
empowered spirit adds additional damage to your weapon
and deals additional manifested damage. While the spirit is
called and not manifested you gain temporary hit points
equal to the level of the spell slot spent to empower at the
start of each of your turns.
Spell Weapon Manifested Temporary
Slot Damage Damage Hit Points
1st 1d6 2d4 1
2nd 1d8 2d6 2
3rd 1d10 2d6 3
4th 1d12 2d8 4
5th 1d12 2d8 5
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KibblesTasty's Occultist v1.1
Dance of the Spirits Occultist Level Spells Learned
Prerequisite: 5th-level Occultist 1st ice knife
When you cast spirit guardians, you can choose what
damage type it does from any of Fire, Cold, Lightning, 3rd snowball storm
Radiant or Necrotic, regardless of your alignment. 5th sleet storm
Additionally, you have advantage on Constitution saves to
maintain concentration on spirit guardians and healing spirit. 7th ice storm
9th cone of cold
Elemental Weapons
Prerequisite: fists of fire or ice weapon cantrip Primal Fire
When you create a weapon with fists of fire or ice weapon You harness the primal elemental powers of fire to your
the damage die of the weapon is increased by one size (for call, you learn the following spells at the following list, but
example, from a d6 to a d8). they do not count against your spells known. These are
Energized Weapon Occultist spells for you.
You gain the ability to infuse your weapon with the power Occultist Level Spells Learned
granted to you by the spirits. While you have an empowered
spirit bonded, you can pour all of it's energy into your weapon 1st burning hands
(recalling it if it is manifested). The next attack with that 3rd pyrotechnics
weapon adds twice the additional damage from the spirit, but
the bond immediately expires. 5th fireball
7th wall of fire
Guidance of the Spirits
When you expend a spell slot to empower a spirit with your 9th immolation
Call Spirit feature, you can select a number of skills equal to
the spell slot expended that the spirit is proficient in. While it Primal Storms
is not manifested, you gain proficiency with these skills. If you You harness the primal elemental powers of storms and
expend a spell slot of 5th level or higher, you can exchange lightning to your call, you learn the following spells at the
three of the skills the spirit gaining expertise in one skill. following list. This are Occultist spells for you.
Mistwalker Occultist Level Spells Learned
You can see through heavy obscurement when the 1st thunderwave
obscurement is caused by fog, mist, or smoke, natural or
otherwise. While you are shrouded by fog, mist, or smoke, 3rd gust of wind
you have half cover. 5th lightning bolt
Enhanced Bond 7th storm sphere
Prerequisite: 7th level Occultist 9th control winds
When you are empowered by a spirit called by a 1st level
spell slot or higher, you can add the level of the spell slot Radiate Power
spent to your Strength, Dexterity, and Constitution saving Prerequisite: 15th-level occultist
throws. While you have a spirit bonded to you, as a bonus action
Primal Earth you can cause it to emanate power, causing all creatures
You harness the primal elemental powers of the earth and within 5 feet of you (or it if it is manifested at another
stone to your call, you learn the following spells at the location) to make a Wisdom saving throw against your spell
following list, but they do not count against your spells save DC, or take damage equal to its manifested damage.
known. These are Occultist spells for you. Rite of Prowess
Occultist Level Spells Learned You can select one fighting style from Dueling, Two-
1st earth tremor
Weaponing Fighting, or Great Weapon Fighting.
3rd earthbind Shaman's Touch
Prerequisite: 7th-level occultist
5th erupting earth When you take the attack action, you can replace one
7th orbital stonesK attack with a cantrip with a range of touch.
9th wall of stone Warding Power
You learn the spell shield, and it becomes an Occultist spell
Primal Ice for you.
You harness the primal elemental powers of ice to your call,
you learn the following spells at the following list, but they do
not count against your spells known. These are Occultist
spells for you.
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KibblesTasty's Occultist v1.1
Occultist Rites Commune Beyond Death
You learn the speak with dead spell, and it's a occultist spell
The following are Occult Rites that can be selected by any for you, but does not count against your spells known. You
Occultist, regardless of subclass. can cast it without expending a spell slot. Once you cast it
this way, you must finish a short or long rest before you can
Alchemical Rites cast it this way again.
You gain proficiency with alchemy tools. During a long rest,
you can use them to concoct an improvised potion of healing Emblazoned Focus
spending 1 hour of the long rest to tend to it's simmering. You emblazon a mystical mark on yourself, via a tattoo,
Due to it's improvised nature, it expires in 24 hours, and has scar, or similar permanent mark. You can use this as your
no value in gold pieces. spell casting focus for casting spells. You no longer need a
During this process, you can expend a 5th level spell to free hand to cast spells with somatic or material components,
make it a greater healing potion. The expended spell slot is as you can channel your magic through this mark though it
regained when the long rest is completed as normal. glows visible when you do so. To work in this manner, the
mark must remain uncovered (casting in this way does not
Blood Rituals remove the signs of casting a spell, merely means you do not
Prerequisite: 5th level Occultist need a free hand).
Whenever you cast a ritual spell that requires a material
component, you can instead use blood. Expert of Tradition
Willing living creatures within 10 feet of you can expend Prerequisite: 10th level Occultist
hit dice, rolling them and taking necrotic damage equal to the You can select an additional skill you are proficiency in
value rolled to fuel the ritual instead of a material component, from Traditional Expertise. Your Proficiency Bonus is
with each 10 hit points sacrificed in this manner able to doubled for any ability check you make that use of the chosen
replace up to 100 gp of material components (for example, to Proficiency. If you have proficiency in none of the selected
replace a diamond worth 500 gold, 50 hit points would have skills, you can instead gain proficiency in one of your choice.
to be expended in this manner).
Creatures that lose hit points in this way cannot regain Forbidden Rites
those hit points until they complete a long rest. Prerequisite: 5th level Occultist
You learn the spell animate dead. It is an occultist spell for
Blood Magic you. You cannot turn this spell into a ritual with Lost Ritual.
Prerequisite: Blood Rituals Lost Ritual
You can sacrifice the blood of living creatures to power You learn of a ritual lost to time. Select on occultist spell
spells. When you cast a spell, instead of expending a spell you know of 5th level or lower. This spell becomes a ritual
slot, you can sacrifice blood to power the spell, sacrificing one spell for you. You can cast this spell as a ritual once, and must
hit die per level of spell you cast, rolling them and taking complete a short or long rest before casting it as a ritual
damage equal to the number rolled. Willing creatures within again.
10 feet can use their reaction contribute blood to the spell,
sacrificing hit dice by rolling them and taking necrotic Occult Haste
damage equal to the number rolled. All sacrificed hit dice are Prerequisite: 5th level Occultist
added together to the level of the spell you can cast. You learn the spell haste. It is an occultist spell for you.
Creatures that lose hit points in this way cannot regain
those hit points until they complete a long rest. Markings of Protections
You can cast a total number of spell levels in this manner You mark yourself with magical symbols and patterns,
equal to your Occultist level. You regain all levels of usage of protecting you from harm. You are under the effect of the
this rite when you complete a long rest. Some spells (marked mage armor spell.
as blood magic) can only be cast via blood magic using this
rite. Rite of Immortality
Prerequisite: 15th-level Occultist
Corrupt Item You continue to age, but you will no longer die of old age.
Prerequisite: 5th level Occultist
You use a dark and secret rite to corrupt a non-magical Rite of Youth
item causing it to become a cursed magic item. While any Prerequisite: 15-level Occultist
creature other than you is in possession of this item, they are You cease to visually age, and can even choose to become
under the effect of bane. Select one of the following for the more youthful in appearance, though the natural life span of
items magical property (the item must be of a type of item your race remains your natural lifespan.
that could be the magical item selected): bag of tricks, brooch
of shielding, goggles of night, lantern of revealing, or staff of Root of Magic
the python (you can ignore attunement restrictions of this Prerequisite: 15th-level Occultist
item). You learn 10 cantrips from any class list of your choice.
When you change rites, you can reselect this rite to destroy They are occultist spells for you.
the item and create a new item.
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KibblesTasty's Occultist v1.1
Spatial Storage
You can convert a pocket, ring, hat, or bag into a spatial
storage device, capable of carrying up 5 x your Occultist level
lbs, with 0.5 cubic foot of storage space x your Occulist level.
So, for example, a level 5 occultist can store things that
would fit in a 2.5 cubic area weighting up to 25 lbs in the
storage. As action, you can send an item you are holding into
the storage or retrieve an item from storage to your hand.
If lost, you can recreate it over a short rest.
Specialized Poisons
When you deal poison damage with an occultist spell or
created poison, you can (but don't have to) specify a creature
type (such as beast or monstrosity) it is created to effect. The
poison damage from that spell or poison bypasses any
resistance or immunity to poison damage a creature of that
type has. All other creature types beside the specified type
have resistance to damage by that spell effect or poison.
Soulburn
You can make your powers sear the very soul of the
creature they strike. When you deal cold, fire or lightning
damage, you can choose to make it deal necrotic damage
instead.
Vestaments of War
You gain proficiency with light armor, medium armor, and
shields.
Feats
Occult Specialist
Prerequisite: Occultist
You delve deeper into your tradition perfecting a new rite.
You can select an Occult Rite from the Occultist class Occult
Rite list. You cannot select a rite you already know, or one
that requires a level restriction, even if you are already of that
level. You can only select one from a subclass list if you are
have at least one level in that subclass.
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KibblesTasty's Occultist v1.1
Occultist Spell List
Fog Cloud See Invisibility Conjure Minor Elementals
Cantrips (0 Level) Grip of the DeadO Shadow Blade Conjure Woodland Beings
Acid Splash Hail of Thorns Silence Control Water
BurnO Ice Knife Spider Climb Divination
Chill Touch Identify Spike Growth Elemental Bane
Create Bonfire Illusory Script Suggestion Evard's Black Tentacles
Decaying TouchO Inflict Wounds Summon BeastT Giant Insect
Dancing Lightings Induce HeadacheO Web Greater Invisibility
Druidcraft Nauseating PoisonO Hallucinatory Terrain
Fists of FireO Ray of Sickness
3rd Level Ice Storm
FreezeO Speak with Animals Animate ShadowO Leomund's Secret Chest
Frostbite Spiritual ConsultationO Bestow Curse Locate Creature
Guidance Tasha's Caustic BrewT Blink Polymorph
Gust Tasha's Hideous Laughter Catnap Shadow of Moil
Ice Weapon O Unseen Servant Clairvoyance Summon ElementalT
Infestation Witch Bolt Counterspell Vitriolic Sphere
Light Cruel PuppetryO Wall of Fire
Lightning Lure 2nd Level Dispel Magic Watery Sphere
Magic Stone Alter Self Fear
Mending AlacrityO Fly 5th Level
Message Animal Messanger Gaseous Form Animate Objects
Minor Illusion Animate ObjectO Hypnotic Pattern Awaken
Mold Earth Augury Life Transference Cloudkill
Poison Spray Barkskin Magic Circle Commune with Nature
Primal Savagery Blindness/Deafness Nondetection Conjure Elemental
Produce Flame Boil BloodO Plant Growth Contact Other Plane
Shape Water Calm Emotions Rain of SpidersO Contagion
Thorn Whip Darkness Remove Curse Danse Macabre
Darkvision Sending Deglove CreatureO
1st Level Detect Thoughts Sleet Storm Dominate Person
Absorb Elements Form of FamiliarO Slow Dream
Animal Friendship Earth RippleO Spirit Guardians Enervation
Bane Enhance Ability Summon UndeadT Geas
Beast Bond Enlarge/Reduce Vampiric Touch Greater Restoration
Burning Hands Gentle Repose Wall of Water Hold Monster
Cause Fear Healing Spirit Water Breathing Insect Plague
Ceremony Heat Metal Water Walk Mass Cure Wounds
Comprehend Languages Hold Person Wind Wall Mislead
Cure Wounds Invisibility WitherO Modify Memory
Crippling AgonyO Lesser Restoration Negative Energy Flood
Detect Magic Locate Object 4th Level Reincarnate
Detect Poison and Disease Melf's Acid Arrow Arcane Eye Scrying
Disguise Self Mirror Image Banishment Seeming
Dissonant Whispers Misty Step Blight Skill Empowerment
ElectrifyO Protection from Poison Charm Monster Transmute Rock
Entangle Scorching Ray Compulsion Wall of Stone
Feather Fall Confusion
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KibblesTasty's Occultist v1.1
Soul Cage Teleport Tsunami
6th Level Sunbeam Twisting EruptionO
Baba's Walking HutO Tasha's Otherworldly Guise Whirlwind
9th Level
Bones of the Earth True Seeing Astral Projection
Conjure Fey Wall of Ice
8th Level Foresight
Contingency Wall of Thorns Abi-Dalzim's Horrid Wilting Imprisonment
Create Homunculus Wind Walk Animal Shapes Invulnerability
Eyebite Antipathy/Sympathy Manipulate FateO
Find the Path 7th Level Clone Power Word Heal
Flesh to Stone Finger of Death Control Weather Power Word Kill
Forbiddance Fire Storm Demiplane Psychic Scream
Harm Mirage Arcane Dominate Monster True Polymorph
Heal Plane Shift Earthquake True Resurrection
Magic Jar Power Word Pain Feeblemind Shapechange
Mass Suggestion Prismatic Spray Incendiary Cloud Weird
Mental Prison Project Image Maddening Darkness
Move Earth Regenerate Maze
Otiluke's Freezing Sphere Resurrection Mind Blank
Primordial Ward Sequester Power Word Stun
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KibblesTasty's Occultist v1.1
Alacrity Otherwise a copy of the creature is created using its game
2nd-level transmutation statistics is created adjacent to the creature (on the side away
from the brightest light near it). The shadow has no legendary
Classes: Bard, Occultist, Sorcerer, Wizard actions, legendary resistance, and cannot cast spells. The
Casting Time: 1 bonus action shadow creature has hit points equal to half the target's hit
Range: Self points, and looks like mirrored version of the creature it was
Components: V, S, M (the hand of a broken clock) summoned from formed from inky black smoke. The creature
Duration: 1 Round. is resistant to bludgeoning, piercing, and slashing damage
Until the spell ends, your speed is doubled, you gain a +2 from non-magical sources while in darkness. The creature is
bonus to AC, you have advantage on Dexterity saving throws, vulnerable to all damage while in bright light, and always
and you gain an additional action. That action can be used vulnerable to fire, lightning, and radiant damage. If the
only to take the Attack (one weapon attack only), Dash, shadow is killed, the target creature it was summoned from
Disengage, Hide, or Use an Object action. casts no shadows for the next 8 hours.
If you are under the effect of haste, you gain no benefit The shadow acts immediately after the creature's turn, and
from this spell. without further direction it attempts to follow and takes the
attack action against it was summoned from. As a reaction to
Animate Object the shadow starting it's turn, the caster can exert control over
2nd-level transmutation it and cause it to move and take its action as the caster
directs.
Classes: Bard, Occultist, Sorcerer, Wizard At Higher Levels: When you cast this spell using a 5th- or
Casting Time: 1 bonus action 6th-level spell slot, the maximum CR of the target increases
Range: 60 feet to CR 4. When you cast it using a 7th- or 8th-level spell slot,
Components: V, S the maximum CR of the target increases to CR 5. When you
Duration: Concentration, Up to 1 minute. cast it using a spell slot of 9th level or higher, the maximum
You bring a small or smaller object to life. Its Constitution is CR of the target increases to CR 6.
10 and its Intelligence and Wisdom are 3, and its Charisma is
1. Its speed is 30 feet; if the object lacks legs or other Baba's Walking Hut
appendages it can use for locomotion, it instead has a flying 6th-level transmutation
speed of 30 feet and can hover. The object has the following Classes: Occultist
stats: HP: 20, AC: 18, Str: 4, Dex: 18. The object has an attack Casting Time: 10 minutes.
modifier equal to your spell attack modifier. If the object is a Range: Touch.
weapon, it deals damage equal to the weapon's damage dice Components: V, S, M (a chicken leg)
+ your Wisdom modifier on hit dealing that weapons damage Duration: 24 hours.
type, otherwise it deals 1d4 + your Wisdom modifier
bludgeoning damage on hit. You touch a hut, cabin, or other building no more than 15 feet
As a bonus action, you can mentally command the by 15 feet by 10 feet. On completion of the spell, the building
animated object as long as it is within 60 feet of you. You grows legs large enough to support it, as well as the
decide what action the creature will take and where it will structural integrity needed stand and move, and becomes a
move during its next turn, or you can issue a general gargantuan creature. It has 250 hit points, an AC of 12, and a
command, such as to guard a particular chamber or corridor. walking speed of 20 feet. If it drops to 0 hit points, the spell
If you issue no commands, the creature only defends itself ends.
against hostile creatures. Once given an order, the creature On your turn, you can direct it to move (no action required)
continues to follow it until its task is complete. and it will continue to move as directed until you direct it to
If the object is securely attached to a surface or a larger stop or reaches its destination. It can take no actions, but if it
object, such as a chain bolted to a wall, its speed is 0. It has walks over a large or smaller creature, you can direct it to
blindsight with a radius of 30 feet and is blind beyond that attempt to step on that creature, and that creature must
distance. When the animated object drops to 0 hit points, it succeed a Dexterity saving throw, or take 2d10 bludgeoning
reverts to its original object form, and any remaining damage damage and be knocked prone.
carries over to its original object form. If you cast this spell on the same building every day for a
year, the spell lasts until dispelled.
Animate Shadow
3rd-level illusion
Classes: Occultist
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a smoke stained mirror)
Duration: Concentration, up to 1 hour.
Targeting a creature you can see within range, you bring it's
shadow to life under your control. If the creature has a CR of
more than 3 or the creature has no shadow (either from the
nature of the creature or from the lack of a light source to
cast one) the spell fails.
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KibblesTasty's Occultist v1.1
Befuddling Curse Burn
1st-level enchantment Transmutation cantrip
Classes: Occultist Classes: Druid, Occultist, Sorcerer
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S, M (something from the target creature Components: V, S
(such as blood, hair, or scales) which the spell consumes) Duration: Instantaneous.
Duration: Concentration, up to 1 minute You ignite a brilliant flame around your hand that sears
You befuddle a creature's mind, swapping the position of two anything you touch. Make a melee spell attack against the
things it can see that are of the same size and category (for target. On hit, the target takes 1d12 fire damage.
example, two medium creatures or two gargantuan The spell's damage increases by 1d12 when you reach 5th
buildings). The target creature must make a Wisdom saving level (2d12), 11th level (3d12), and 17th level (4d12).
throw. On failure, it is unaware the two things have been
swapped. Curse of Impotence
Each time the creature interacts with, attacks, or is 5th-level enchantment
attacked by a swapped targets, it can repeat its saving throw Classes: Occultist
against the effect. Casting Time: 1 action
Range: 60 feet
Binding Curse Components: V, S, M (something from the target creature
1st-level enchantment (such as blood, hair, or scales) which the spell consumes)
Classes: Occultist Duration: Concentration, up to 1 minute.
Casting Time: 1 action You curse a target creature, causing an overwhelming sense
Range: 60 feet of powerlessness to wash over it. Any time the target creature
Components: V, S, M (something from the target creature attempts to attack, cast a spell that deals damage, or use an
(such as blood, hair, or scales) which the spell consumes) action that deals damage, it must make a Wisdom saving
Duration: Concentration, up to 1 minute throw. On failure, they complete their action, but their action
You bind a creature to a point within 5 feet of it, causing a does no damage to any target.
glowing chains of light to connect it to that point. For the
duration of the spell, if the creature attempts to move away
from that point, the must make a Wisdom saving throw, or be
unable to move more than 5 feet away from from that point
until the start of their next turn.
If a creature starts its turn more than 10 feet from the
binding point, they must make a Strength saving throw are
dragged 5 feet toward the binding point.
Boil Blood
2nd-level transmutation
Classes: Occultist
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Targeting a creature that has taken slashing or piercing
damage in the last minute, make it's blood heat and boil. The
target creature must make a Constitution saving throw. On
failure, it's blood begins to heat. At the start of it's turn while
effected, it takes 3d4 fire damage and is crippled with agony,
all terrain is difficult terrain for it.
At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends on the
target.
At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 2d4 for
each slot level above 2nd.
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KibblesTasty's Occultist v1.1
Earth Ripple Fists of Fire
2nd-level transmutation Transmutation cantrip
Classes: Druid, Occultist, Sorcerer, Wizard Classes: Druid, Occultist, Sorcerer
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Instantaneous. Duration: 1 minute.
You cause the earth to deform and ripple, a target creature You cause your fists to erupt in flames. For the duration,
must make a Dexterity saving throw or suffer one of the your fists become a set of simple natural weapons that deal
following effects (your choice): 1d6 fire damage. You are proficient in these weapons, and
they have the Light property.
The target is pulled into the earth, taking 1d8 damage and For the duration, any flammable object you attempt to hold
reducing its movement speed to zero until a creature catches fire. If you end your turn grappling another creature
spends an action to dig it free. with your hands, it takes 1d4 fire damage.
It is slammed in a direction, taking 2d8 bludgeoning You can end the spell early (no action required).
damage, is moved 5 feet in a direction of your choosing,
and knocked prone. Freeze
It is impaled by a spike of earth, taking 4d8 piercing
damage. Transmutation cantrip
Classes: Druid, Occultist, Sorcerer
Form of Familiar Casting Time: 1 action
2nd-level transmutation Range: Touch
Classes: Occultist, Wizard Components: V, S
Casting Time: 1 minute Duration: Instantaneous.
Range: 60 feet You instill a deadly chill into your hand. Make a melee spell
Components: V, S, M (a piece of fur, feather, or scale from attack against the target. On hit, the target takes 1d8 cold
your familiar, which the spell consumes) damage, and the target's movement speed is reduced by 10
Duration: 1 hour. feet until the end of their turn.
You assume the form of the familiar that provided the The spell's damage increases by 1d8 when you reach 5th
material component to the spell. The transformation lasts for level (2d8), 11th level (3d8), and 17th level (4d8).
the duration, or until you drop to 0 hit points or die. Your
game Statistics are replaced by the Statistics of the chosen Grip of the Dead
creature, though you retain your Alignment and Intelligence, 1st-level necromancy
Wisdom, and Charisma scores. Classes: Occultist
You assume the Hit Points and Hit Dice of the new form. Casting Time: 1 action
When you revert to your normal, you return to the number of Range: Touch
Hit Points you had before you transformed. If you revert as a Components: V, S
result of Dropping to 0 Hit Points, any excess damage carries Duration: Concentration, up to 1 minute
over to your normal form. As long as the excess damage You channel unholy strength into you hand, and reach out to
doesn't reduce your normal form to 0 Hit Points, you aren't grab a creature. The creature must make a Strength saving
knocked Unconscious. You can use an action to revert to your throw or become restrained by your deathly iron grasp. As an
normal form at any time. action on its turn, the creature can attempt to escape using a
You are limited in the actions you can perform by the Strength (Athletics) or Dexterity (Acrobatics) check against
nature of your new form, and you can't speak, cast spells, or your Spell Save DC.
take any other action that requires hands or speech. Your At the start of the creatures turn while you maintain the
gear melds into the new form. You cannot activate, use, wield, grip and the spell, it takes 1d8 necrotic damage as you drain
or otherwise benefit from any of your equipment. the life from it, and regain hit points equal to half the damage
dealt.
At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st.
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KibblesTasty's Occultist v1.1
Ice Weapon At the start of a creatures turn while they are under the
Transmutation cantrip effect of this spell, they make a Charsima saving throw. On
failure, their current and maximum hit points is reduced by
Classes: Druid, Occultist 1d10 + 10. On a successful save, the spell ends. A creature's
Casting Time: 1 bonus action maximum hit points are restored when it takes a long rest.
Range: Self
Components: V, S, M (a drop of water that was once snow) Nauseating Poison
Duration: 1 minute. 1st-level necromancy
You conjure a weapon formed from magical ice from the air. Classes: Druid, Occultist, Warlock
You have proficiency with this weapon. When you form it and Casting Time: 1 bonus action
as a bonus action while wielding it, you can morph the Range: Self
weapon into different forms that take on the following Components: V, S, M (a piece of rotten meat)
properties. If you lose or discard the weapon, you can reform Duration: 1 round.
it in your hand as a bonus action.
You shroud your hand, a weapon you are holding, or a natural
Weapon Damage Properties weapon in dark ichorous miasma. After casting this spell, if
Ice Spear 1d6 Thrown (30/90)
you make a successful melee spell attack, unarmed strike or
a melee weapon attack, the target takes an additional 1d8
Ice Sword 1d6 Versatile (1d8) poison damage and must make a Constitution saving throw.
Ice Lance 1d8 Two-Handed, Reach On a failed save, the target becomes poisoned until the end of
your next turn.
Ice Hammer 1d10 Two-Handed, Heavy The spell ends after dealing damage, or at the start of your
Ice Dagger 1d4 Finesse, Thrown (30/90) next turn, whichever occurs first.
Regardless of it's form, the weapon deals cold damage. You Rain of Spiders
can end the spell early, letting the weapon melt to a harmless 3rd-level conjuration
splash of water (no action required). You can have up to three Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
ice weapons formed from this spell at a time. After forming a Casting Time: 1 bonus action
fourth, the first created one melts away. Range: 60 feet
Components: V, S, M (a spider leg)
Induce Headache Duration: Concentration, up to 1 minute.
1st-level evocation A vertical column of spiders begins to rain down in 20 foot
Classes: Bard, Occultist, Wizard radius, 40 foot high cylinder, centered on a location you
Casting Time: 1 action specify. A Swarm of Spiders (Monster Manual, pg 334)
Range: 60 feet descends onto each creature within the cylinder when the
Components: V, S, M (a bad pun written on a scrap of spell is cast.
parchment) This swarm is considered to be climbing on the target
Duration: Concentration, up to 1 minute creature and moves with it, even if they leave the affected
Targeting a creature with 6 or more intelligence, you inflict an area, and takes its turn immediately after that creature's turn.
instantaneous headache on it. The target takes 1 psychic A creature can make use its action to attempt to get it off,
damage at the start of its turn, and has disadvantage on making a Strength (Athletics) or Dexterity (Acrobatics) check
Constitution saving throws to maintain Concentration or against the spell save DC of the caster.
Intelligence ability checks. A swarm will attack the creature it fell on if it can, or move
to chase it if it has been knocked off of it. Any spiders that
Killing Curse remain when the spell ends disappear.
5th-level enchantment
Rotting Curse
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard 1st-level necromancy
Casting Time: 1 action
Range: 60 feet Classes: Occultist
Components: V, S, M (something from the target creature Casting Time: 1 action
(such as blood, hair, or scales) which the spell consumes) Range: 60 feet
Duration: Concentration, up to 1 minute Components: V, S, M (something from the target creature
You curse a target to die. The targets current and maximum (such as blood, hair, or scales) which the spell consumes)
hit points is reduced by 3d10 + 10. If this causes a creatures Duration: Concentration, up to 1 minute
to have zero hit points, the creature dies. You inflicting a rotting decay on a creature, causing it to to
For the duration of the spell, the target cannot regain hit begin to rot. For the duration of the spell, every time the
points unless from a magical effect cast by a spell slot of creature takes damage, it takes an additional 1d4 necrotic
higher level than this spell slot this curse was cast with, and damage, and the effect of all healing on the creature is
any death saving throw they roll is automatically considered a reduced by half.
1. The target creature has disadvantage on any Charisma
checks for social interaction during the effect of the spell.
21
KibblesTasty's Occultist v1.1
Spiritual Consultation Twisting Eruption
1st-level necromancy 7th-level conjuration
Classes: Occultist Classes: Occultist
Casting Time: 1 minute. Casting Time: 1 action.
Range: Self Range: 120 feet.
Components: V, S, M (1 gp worth of incense, which the spell Components: V, S, M (a handful of dead plants)
consumes) Duration: Concentration, up to a 1 minute.
Duration: 10 minutes. You target a point and call forth tendrils, twisted vines, and
You call forth a spirit that is proficient in a skill from gnarled roots of dark energy that erupt from the ground in a
Arcana, Animal Handling, History, Investigation, Medicine, 60 foot radius. All creatures of your choice must make a
Nature, Perception, Religion, or Survival. The spirit is Dexterity saving throw or be restrained as the shadowy plant
ethereal and ephemeral and cannot interact with physical tendrils grasp and drain the life from it.
objects, but can provide guidance on matters relating to the At start of a creature's turn, if it is restrained by the spell, it
skill selected when you summon it. takes 2d10 bludgeoning damage, and 2d10 necrotic damage.
You can treat any check you make in the skill as if you have Each time a creature takes necrotic damage from this spell,
proficiency with it so long as the spirit can communicate with the caster regains 1d4 hit points.
you. Alternatively, if the ability check is an Intelligence or A creature restrained by the tendrils can use its action to
Wisdom check you can have the spirit make the check, and it make a Strength or Dexterity check (its choice) against your
has a +8 modifier for the skill was summoned for. spell save DC. On a success, it frees itself. A tendril can be
The spirit will follow you and cannot stray more than 5 feet destroyed, freeing a creature from its grasp. They have an AC
from you. You can choose to release it early, dismissing it of 10, 20 hit point, and are immune to all damage besides
back from whence it came. radiant and fire. Spells that deal radiant or fire damage to
creatures in an area of effect also affect tendrils in that area.
Swapping Curse Creatures that end their turn within the radius while not
5th-level enchanment restrained must make a Dexterity saving throw or become
Classes: Occultist restrained by the tendrils.
Casting Time: 1 action. Wither
Range: 60 feet 3rd-level necromancy
Components: V, S, M (something from each creature (such
blood, hair, or scales) the spell is targeting, which the spell Classes: Occultist
consumes.) Casting Time: 1 action.
Duration: Concentration, up to 1 minute. Range: 60 feet
You cast a curse targeting two individuals. Both targets must Components: V, S, M (a pinch of powdered bone and sand)
make a Charisma saving throw (which they can choose to Duration: 1 round
fail). If both targets fail their saving throws, for the duration of Dark energy tears the moisture from a body, sapping of life
the spell their souls are swapped. A soul controls the body it and vitality. The target must make a Constituion saving throw.
inhabits. It gains any ability score or action the body had The target takes 4d10 necrotic damage on a failed save and
(besides legendary actions or legendary resistance), but becomes withered until the start of your next turn, or half as
retains it's own spell casting (if it has the spellcasting, innate much on a successful one and does not become withered. A
or otherwise), and has disadvantage on all attack rolls and withered creature gains vulnerability to fire damage if they
strength, dexterity, and constitution saving throws for 1d4 are not resistance to fire damage, or loses their resistance to
turns after swapping bodies. fire if they were resistant to fire.
At the end of a swapped creatures turn, it can choose to At Higher Levels: When you cast this spell using a spell
repeat the saving throw, ending the effect on a successful slot of 4th level or higher, the damage increases by 1d10 for
save. It its CR (or character level if it has no CR) is higher each slot level above 5th.
than the body of the creature it is, it has advantage on the
save.
If a creature dies while while it's soul is swapped, the souls
return to their original bodies. If a soul was in a dying
creature that returns to a living body, that creature takes
5d10 necrotic damage.
22
KibblesTasty's Occultist v1.1
Manipulate Fate
9th-level divination
Classes: Occultist, Wizard
Casting Time: 1 action.
Range: Self
Components: V, S, M (a spool of silk thread).
Duration: Concentration, up to 1 minute.
You reach out and grasp the imperceptible threads of fate,
subtly manipulating them. Whenever a creature within 60
feet of you makes an attack roll, saving throw, or ability check,
you can use your reaction to tweak their fate, altering the
value of the roll. You can choose to manipulate fate after the
die is rolled, but before the outcome is determined.
You can alter the roll of the die to an adjacent number to
the number rolled (outcomes listed on the table below).
d20 Tweaked Fates
1 7, 13, or 19
2 12, 18, or 20
3 17, 16, or 19
4 11, 14, or 18
5 13, 15, or 18
6 9, 14, or 16
7 1, 15, or 17
8 10, 16, or 20
9 6, 11, or 19
10 8, 12, or 17
11 4, 9, or 13
12 2, 10, or 15
13 1, 5, or 11
14 4, 6, or 20
15 5, 7, 12
16 3, 6, or 8
17 3, 7, or 10
18 2, 4, or 5
19 1, 3, or 9
20 2, 8, or 14
When you alter a roll, you can choose to cast aside subtlety
and yank the thread of fate, and select any value of the d20 as
the outcome of the result, but the backlash causes you to take
a number d6 equal to the difference in the value selected
from the value rolled in necrotic damage. The spell
immediately ends after the result is changed in this more
drastic way.
Editor's Note
The numbers you can pick are the adjacent sides of
a d20 to the number rolled. This represents literally
nudging the die of fate.
23
KibblesTasty's Occultist v1.1
White and Green Coven reactions clarified to take your
Multiclassing reaction, rather than your familiar's action. This means
Should you want to multiclass into Occultist, the that the familiar can deliver a touch spell the same turn it
prerequisites and proficiencies are as follows: uses a reaction, but takes the witches reaction.
Witch's Claws changed to just add Wisdom modifier to the
Prerequisite: 13 Wisdom damage done (rather than use Witch's Touch). You can
Proficiencies gained: Medicine, Herbalism Kit apply Witch's Touch (including applying your Wisdom
modifier against) as a bonus action on hit.
For the purpose of multiclassing and spell slots, add your Animate Hair now just uses a Wisdom based grapple
Occultist levels when calculating your Spell Slots on the instead of saves and contesting vs. saves to increase
multiclassing spells slots table. mechanical consistency
Green Coven swapped out Gaseous Form for Summon
Loot Fey on their Coven Spells (they can still get Gaseous Form
off the class list).
Coming Soon Black Coven swapped out Wither for Summon
Shadowspawn on the Coven Spells (they can still get
Art Credits Wither off the class list).
White Coven swapped out Hold Monster for Summon
Class Image - Art by adrytia45 - Copyright KibblesTasty Celestial on their Coven Spells (they can still get Hold
Lifedrain - Art by a Alifka - Copyright KibblesTasty Monster off the class list).
Cursesmith - Art by Shinji Art - Copyright KibblesTasty
Oracle - Art by Shinji Art - Copyright KibblesTasty Oracle
Shaman - Art by Shinji Art - Copyright KibblesTasty Mysteries and Revelations were flipped.
Witches - Art by Shinji Art - Copyright KibblesTasty You now gain Mysteries for free, they don't count as Rites.
Raven - Wizards of the Coast You get them at 1, 3, 5.
Die "art" - KibblesTasty Curses/Boons were revised to generally be worse curses
(or at least more consistently bad). They should require
some consideration if you want to take them; some were
Fan Content Policy removed.
Content is unofficial Fan Content permitted under Many new rites added.
the Fan Content Policy. Not approved/endorsed by Mystery of Souls added (along with Revelations of Souls
Wizards. Portions of the materials used are and Truth of Souls).
property of Wizards of the Coast. ©Wizards of the Names were changed; many things went from generic
Coast LLC. names to "Truth of X" when they required that Mystery.
Understanding of War allows an Oracle Gish to be SAD.
All Living Things removed.
Change Log Voracious Flames become Revelation of Fire and
Revelation of Fire became Touch of Fire (with less
v0.9 Version drawback).
Oracles no longer get free access to the Cleric list. Divine
v1.0 Miracle gives them a Cleric spell of their choice if they
take it as a Rite.
v1.1 Mystery of Life buffed to have better spells (with account
Animate Dead removed from the Occultist list. It was of above).
generally not used outside of some abuse combining it Shaman
with Lost Ritual. Added it back in with Forbidden Rite Removed fists of fire and ice weapon upgrades. Added
(and noted you cannot convert it to a ritual with Lost elemental weapons.
Ritual). Removed Detonate Spirit.
Summon Beast, Summon Undead, and Summon Added Rite of Powess
Elemental added to the Occultist list. Added Enhanced Bond
Added Spatial Storage rite.
Vestaments of War buffed to just give medium armor +
shields with one rite.
Emblazoned Fetish renamed Emblazoned Focus for
clarity, and now allows you to not need a free hand for
Somatic components as well as Material Components,
though explicitly does not give subtle casting.
Added Expert of Tradition.
Witch
24
KibblesTasty's Occultist v1.1
Tony Bucher
Supported By Verixa Okblek
Creation is made possible by generous patrons: Witasmott
WitchDoctorXera
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Angel Gomez Thank you!
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