The Occultist: Dark Magic Unleashed
The Occultist: Dark Magic Unleashed
The Occultist
At the center of a precisely arranged circle of bones and
ash sits an old elf, praying in a language that hasn't been
Creating an Occultist
heard aloud in centuries. As his chanting grows louder, An important fact to consider when creating an occultist is
dark shadows begin to circle around the ritual site and the why you haven't turned to the more traditional forms of
forms of ancient spirits step towards the elf. The spirits magic in order to explore the depths of the arcane world.
join the chant and the elf swells with power, the essence of Did you turn towards occultism when you were rejected by
the lost souls joining the great font of power the man has a more formal school of magic, or were you thrown away
already gathered from other departed spirits. from your prior order for dabbling in strange and
A dwarven woman, considered an outcast by most of unaccepted forms of magic? Were you inducted into a
the city, is walking down a dark alley at night. A band of small group of occultists at a young age? Are you simply
thugs decide that someone no one cares for is an easy curious about magic and chose to discover what you can
target and corner her, demanding all her gold. The woman on your own, and you were enticed by the simple-but-
gives the poor thieves a devilish smile and begins to chant. overwhelming powers of the more bizarre side of the
In that moment a pair of claws extend out of the shadows arcane?
and drag one of the thugs to his demise. Do you accept the sources of your powers, or do you
Occultists hold a unique place among spellcasters as fight against the strange beings that you derive your
their most devastating powers come in the form of simple magical abilities from? What are your ultimate goals from
magic. The true strength of an occultist comes in the exploring the underbelly of magic? Are you trying to
surges of raw power, taken from unusual sources, they overpower the more traditional forms of magic, or
can unleash when conjuring mundane spells. uncover mysteries that normal schools of magic would
never address?
Macabre Arcana
Quick Build
Occultists are considered outcasts by traditional mages, as
You can make an occultist quickly by following these
their understanding of the arcane is typically stunted in
suggestions. First, Wisdom should be your highest ability
favor of developing their ability to siphon power from
score, followed by Constitution. Second, choose the sage
often shunned sources of power. Many occultists will draw
background.
to dark sources for their magical strength, such as dealing
with devils or tapping into the lingering strength of ghosts
and the undead. Where other mages see limited potential Class Features
and taboo practices, an occultist sees limitless possibilities.
As a occultist, you gain the following class features
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The Occultist
Level Proficiency Bonus Features Minor Arcana Dice Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Minor Arcana 1d4 4 2 — — — —
2nd +2 Occult Energies (1) 1d4 4 2 — — — —
3rd +2 Arcane Awakening 1d4 4 3 — — — —
4th +2 Ability Score Improvement 1d4 5 3 — — — —
5th +3 Arcana Infernus 2d4 5 4 2 — — —
6th +3 Occult Energies (2) 2d4 5 4 2 — — —
7th +3 Arcane Awakening Feature 2d4 5 4 3 — — —
8th +3 Ability Score Improvement 2d4 5 4 3 — — —
9th +4 ─ 2d4 5 4 3 1 —
10th +4 Occult Energies (3) 3d4 6 4 3 2 — —
11th +4 Arcane Awakening Feature 3d4 6 4 3 3 — —
12th +4 Ability Score Improvement 3d4 6 4 3 3 — —
13th +5 ─ 3d4 6 4 3 3 1 —
14th +5 Occult Energies (4) 3d4 6 4 3 3 1 —
15th +5 Arcane Awakening Feature 5d4 6 4 3 3 2 —
16th +5 Ability Score Improvement 5d4 6 4 3 3 2 —
17th +6 ─ 5d4 6 4 3 3 3 1
18th +6 Major Arcana 5d4 7 4 3 3 3 1
19th +6 Ability Score Improvement 5d4 7 4 3 3 3 2
20th +6 Arcana Summa 5d4 7 4 3 3 3 2
Spellcasting Cantrips
At 1st Level, you know four Cantrips of your choice from
At 1st level, you have learned to draw on the macabre and the Occultist spell list. You learn additional Occultist
bizarre powers of old gods and twisted spirits and channel Cantrips of your choice at higher levels, as shown in the
those powers into magical spells. See chapter 10 for the Cantrips Known column of the Occultist table.
general rules of spelicasting and chapter 11 for the
occultist spell list. Spellcasting Ability
Wisdom is your spellcasting ability for your occultist spells,
Preparing and Casting Spells since their power derives from your ability to shape
The Occultist table shows how many spell slots you have strange energies to your will. You use your Wisdom
to cast your spells. To cast one of your occultists spells of whenever a spell refers to your spellcasting ability. In
1st level or higher, you must expend a slot of the spell's addition, you use your Wisdom modifier when setting the
level or higher. You regain all expended spell slots when saving throw DC for a occultist spell you cast and when
you finish a long rest. making an attack roll with one.
You prepare the list of occultist spells that are available Spell save DC = 8 + your proficiency bonus + your
for you to cast, choosing from the occultist spell list. When Wisdom modifier
you do so, choose a number of occultist spells equal to Spell attack modifier = your proficiency bonus + your
your Wisdom modifier + half your occultist level, rounded Wisdom modifier
down (minimum of one spell). The spells must be of a level
for which you have spell slots. Spellcasting Focus
For example, if you are a 5th-level occultist, you have You can use an arcane focus (found in chapter 5 of the
four lst-level and two 2nd-level spell slots. With a Wisdom Player's Handbook) as a spellcasting focus for your
of 14, your list of prepared spells can include four spells of occultist spells.
1st or 2nd level, in any combination. If you prepare the 1st-
level spell Cure Wounds, you can cast it using a 1st-level or
a 2nd-level slot. Casting the spell doesn't remove it from
your list of prepared spells.
You can change your list of prepared spells when you
finish a long rest. Preparing a new list of occultist spells
requires time spent in prayer and meditation: at least 1
minute per spell level for each spell on your list.
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Minor Arcana Ability Score Improvement
While you are able to call upon a great well of magical When you reach 4th Level, and again at 8th, 12th, 16th,
energy, the powers you command are wild and formless. and 19th level, you can increase one ability score of your
Complicated forms of magic are possible with enough choice by 2, or you can increase two Ability Scores of your
concentration and expressions of overwhelming will, but choice by 1. As normal, you can’t increase an ability score
the true powers of your spellcasting abilities come when above 20 using this feature.
you are able to unleash huge amounts of power when
casting simpler spells. These surges of power expressed
through simple acts of magic grow more powerful as your
Arcana Infernus
connection to your macabre powers deepen. Beginning at 5th level, you have gained the power to
Starting at 1st level, you gain access to a pool of dice better direct and channel your surges of power when
called Minor Arcana dice. The Minor Arcana Dice column unleashing minor forms of magic.
on the occultist table show how many Minor Arcana Dice Whenever you use a cantrip, creatures that are resistant
you have available at each level. to the damage type of your cantrip are considered to be
Whenever you make a spell attack with a cantrip, you not resistant when determing cantrip damage. Creatures
deal additional damage of the cantrip's damage type equal that are immune to the damage type of the cantrip spell
to the result of the roll(s) of all of your Minor Arcana Dice. attack are considered to be resistant for the purpose of
damage calculation.
Occult Energies
Occultists are wells of bizarre power, and unlike traditional
Enhanced Occult Energies
mages that try to control and limit their power, an occultist Beginning at 6th level, you may use your Occult Energies
has no concerns with unleashing their energies in twice between rests. You regain all uses of your Occult
spectacular fashions. Energies when you finish a short or long rest.
Beginning at 2nd level, you gain access to a well of
Occult Energy. When you use your Occult Energy, you
choose which effect to create. Once you use your Occult
Greater Occult Energies
Energy, you must finish a short or long rest before you can Beginning at 10th level, you may use your Occult Energies
use it again. three times between rests. You regain all uses of your
Occult Energies when you finish a short or long rest.
Occult Energy: Renewal You gain access to another use for your Occult Energies,
When you reduce a creature to 0 hit points, you may use
called Unknown Surge.
your reaction and expend one use of your Occult Energies
to regain an expended spell slot. The maximum level of Occult Energy: Unknown Surge
spell slot you can regain is determined by your Occultist
As an action, you may expend one use of your Occult
level.
Energy to roll twice on the Wild Magic Surge Table. You
Occultist Level Maximum Spell Slot Level may choose what result to use. After rolling on the table
twice, you may choose to roll a third time on the table,
2-4 1st
however you must use the result of this third roll.
5-9 2nd
10 - 14 3rd
Supreme Occult Energies
15 - 19 4th
Beginning at 14th level, you may use your Occult Energies
20 5th
four times between rests. You regain all uses of your
Occult Energies when you finish a short or long rest.
Arcane Awakening
Occultists draw power from the strangest sources and Major Arcana
fonts of power that traditional mages would dare not
You have become a gateway for dangerous arcane
search for arcane strength. All occultists will discover a
energies to enter the world, and the magical abilities that
source of magic that calls to them above all others, and
you can command are unmatched by even the most
once they devote themselves to one form on unusual
powerful of traditional mages.
arcane energies they will gain access to a multitude of
Starting at 18th level, whenever you use your action to
powers that more benign spellcasters could never
cast a spell, you may use your bonus action to cast a
imagine.
cantrip.
At 3rd level, choose one Arcane Awakening from either
If you have no spell slots remaining, whenever you use
Eldritch, Damned, or Spiritualist. Your choice gains you
your action to cast a cantrip you may use your bonus
additional features at 3rd level, and again at 7th, 11th, and
action to cast any other cantrip.
15th level.
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Arcana Summa Strength from Beyond
Starting at 7th level you may use one use of your Occult
Starting at 20th level, whenever you reduce a creature to 0 Energies to use the Strength from Beyond ability.
hit points with a cantrip you may choose to immediately
cast another cantrip. You may use this ability a number of Occult Energy: Strength from Beyond
times equal to your Wisdom modifier on each of your You may expend one use of your Occult Energy in order to
turns. use a 1st level spell slot to cast a spell at a higher spell slot
Also at 20th level, whenever you make a spell attack and level. The maximum spell slot level you may cast a spell at
you miss, you may use your reaction to double your spell is determined by your level, as shown below.
attack modifier for that spell attack. Once you use this
ability you may not do so again until you complete a short Occultist Level Maximum Spell Slot Level
or long rest. 1 - 10 3rd
11 - 15 5th
Arcane Awakenings 16 - 20 7th
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Damned Awakening Summoning
Starting at 7th level you may use one use of your Occult
While demons and devils are beings of incredible arcane Energies to use the Summoning ability. What form of the
power, using their arcane energies is often shunned by the ability you can use depends on what you chose as part of
more traditional and upstanding of mages due to the dark your Burning Choice feature.
temptations of these beings. Occultists have no such
moral impediment and happily engage in magical Occult Energy: Summoning (Demons)
relationships and contracts with demons and devils. These As an action, you can expend one use of your Occult
beings will often demand that the occultist solely draw Energy to attempt to summon a Demon. Choose one
power from only one of source, and will often gift demon that you would like to attempt to summon per the
extraordinary occultists with a number of unique boons. table below. If the summoning is successful, the demon is
summoned in an empty space within 15 feet of your
Burning Choice current location. In combat, your demon acts after your
Your dabbling in the realms of the damned has caused turn. The summoned demon will remain for 1d4 hours or
quite a stir, and the denizens of those realms have until it reaches 0 hit points. The summoned demon is
demanded that you bind yourself and your magical under your control, but as an action will attempt to return
powers to only one source. Committing to one source of to its home plane if you are rendered incapacitated with
damnable power gives you greater benefits and abilities an 80% success rate.
than simply drawing small amounts from a multitude of
hellish sources. Summoning Chance Demon
At 3rd level when you choose this arcane awakening, 100% Mane
choose either Demons or Devils. Your choice cannot be 80% Dretch
changed and will effect what abilities you have access to as
40% Shadow Demon
you gain levels in this arcana awakening.
20% Balruga
Depending on your choice, you learn a new language.
Demons: You can read, speak, and write Abyssal. Occult Energy: Summoning (Devils)
Devils: You can read, speak, and write Infernal. As an action, you can expend one use of your Occult
Energy to attempt to summon a Devil. Choose one devil
Also at 3rd level, you gain advantage on all Charisma
that you would like to attempt to summon per the table
rolls with the creature type that you chose as part of this
below. If the summoning is successful, the devil is
arcane awakening.
summoned in an empty space within 15 feet of your
Unholy Companion current location. In combat, your devil acts after your turn.
The summoned devil will remain for 1d4 hours or until it
When you choose this arcane awakening at 3rd level, you
reaches 0 hit points. The summoned devil is under your
gain a familiar depending on what you chose for your
control, but as an action will attempt to return to its home
Burning Choice feature.
plane if you are rendered incapacitated with an 80%
Demons: You gain a Quasit familiar. success rate.
Devils: You gain an Imp familiar.
Summoning Chance Demon
Your familiar has additional hit points equal to twice 100% Lemure
your Wisdom modifier. If your familiar reaches 0 hit points
80% Spined Devil
it is reduced to ash and its spirit returns to its home plane.
During a short rest, you may spend 30 minutes in deep 40% Bearded Devil
meditation to summon your familiar and place it back 20% Barbed Devil
under your command.
In combat, your familiar acts during your turn. It can
move and use its reaction on its own, but the only action it
takes is the Dodge action, unless you take a bonus action
on your turn to command it to take another action. That
action can be one in its stat block or some other action. If
you are incapacitated, the familiar can take any action of
its choice, not just Dodge.
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Bloodlust Unleash Essence
Starting at 7th level you may use one use of your Occult
Starting at 11th level, whenever your familiar or a creature Energies to use the Unleash Essence ability.
summoned through your Summoning Occult Energy ability
attacks a creature that doesn't have its full hit points, it Occult Energy: Unleash Essence
does so with advantage. As a reaction, you may expend one use of your Occult
Whenever your familiar or a creature summoned Energy after you roll your Minor Arcana dice. Your Minor
through your Summoning Occult Energy ability reduces a Arcana dice are considered to have rolled their maximum
creature to 0 hit points, it regains hit points equal to 2d6 + and deal maximum damage.
your Wisdom modifier.
Spiritual Surge
The spirits of the damned and departed carry with them
the ability to share arcane knowledge and twist fate.
Whenever a spiritualist occultist is in dire need, one of
their connected spirits will often bend luck in their favor.
Starting at 3rd level when you choose this arcane
awakening, whenever you roll a 1 on any of your Minor
Arcana dice you may reroll them. You must use the
result(s) of the new roll(s).
Séance Tools
Even mundane objects carry with them the ability to
contact and interpret the musings of departed spirits, and
as a spiritualist you have the ability to channel great
energy from spirits using your chosen objects.
At 3rd level when you choose this awakening, you gain
proficiency in any two artisan's tools, instruments, or
gaming sets. You can use these items as an arcane focus
for your spellcasting.
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Occultist Spell List
Cantrips (0 Level) 3rd Level 5th Level
Fire Bolt Bestow Curse Destructive Wave
Frostbite Fear Enervation
Guidance Hypnotic Pattern Flame Strike
Gust Lightning Bolt Teleportation Circle
Light Slow
Mending Vampiric Touch
Message
Mind Sliver 4th Level
Mold Earth Divination
Poison Spray Blight
Produce Flame Confusion
Ray of Frost Phantasmal Killer
Shocking Grasp Vitriolic Sphere
Spare the Dying
Thorn Whip
Toll the Dead
1st Level
Absorb Elements
Chaos Bolt
Cure Wounds
Detect Evil and Good
Detect Magic
Hellish Rebuke
Ice Knife
Magic Missile
Shield
2nd Level
Darkness
Flaming Sphere
Heat Metal
Hold Person
Mind Spike
Shadow Blade
Shatter
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Art Credits
Cover Art: Stormkirk Occultist, Magali
Villeneuve
Page 5 Art: Shadows of the Past, Ryan Yee
Page 6 Art: Hellfire, Pete Venters
Page 7 Art: Shadow of Doubt, Greg Staples