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Accursed and Occultist Standalone Classes For 5th Edition

The document introduces two new character classes, Accursed and Occultist, for the 5th edition of a popular RPG. The Accursed class features characters burdened by a curse that grants them unique abilities and mutations, while the Occultist class focuses on esoteric knowledge and powerful spells. Both classes utilize alternative resource management instead of traditional spell slots, adding complexity to gameplay.

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Marcin Witos
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0% found this document useful (0 votes)
10 views27 pages

Accursed and Occultist Standalone Classes For 5th Edition

The document introduces two new character classes, Accursed and Occultist, for the 5th edition of a popular RPG. The Accursed class features characters burdened by a curse that grants them unique abilities and mutations, while the Occultist class focuses on esoteric knowledge and powerful spells. Both classes utilize alternative resource management instead of traditional spell slots, adding complexity to gameplay.

Uploaded by

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

and
Occultist

Two new classes for the 5th edition of the


greatest RPG in the world
Accursed
and
Occultist
Two new classes for the 5th edition of the greatest RPG in the world

Designed By
Bartstib Flisague

Artists
Felicity Haworth (Fel-Fisk)

Edward Haworth

Editors/Testers
Bartstib Flisague

Barry Haworth

Felicity Haworth

The Bois

Accursed and Occultist is published by Bartstib Flisague, under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Bartstib logo and Accursed and Occultist are trademarks
of Bartstib Flisague. All characters and the distinctive likeness thereof are property of Bartstib Flisague.

Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, and are not Open Content: All trademarks, proper names, dialogues,
plots, storlines, locations, characters, artworks, and trade dress.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers

League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and

their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or

unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,

2 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.


Contents

Chapter 1: Classes ------------------------------------------------------------------------------------------------------------- 3


Accursed ---------------------------------------------------------------------------------------------------------------------------------------4
Curse of Fury -----------------------------------------------------------------------------------------------------------------------8

Curse of the Stoneblighted ------------------------------------------------------------------------------------------------------8

Curse of Vengeance ---------------------------------------------------------------------------------------------------------------9


Sinister Mutations -------------------------------------------------------------------------------------------------------------- 10
Greater Mutations --------------------------------------------------------------------------------------------------------------- 11

Occultist-------------------------------------------------------------------------------------------------------------------------------------- 13

Agnoiology ----------------------------------------------------------------------------------------------------------------------- 17
Demonology ---------------------------------------------------------------------------------------------------------------------- 18

Thanatology ---------------------------------------------------------------------------------------------------------------------- 18
Ancient Rites --------------------------------------------------------------------------------------------------------------------- 19

Chapter 2: Spells --------------------------------------------------------------------------------------------------------------------------- 22

Spell Lists ------------------------------------------------------------------------------------------------------------------------------------ 22


Spell Descriptions -------------------------------------------------------------------------------------------------------------------------- 23

3
Chapter 1
Classes
This book provides two new character classes for players to utilize. As a
GM, consider if these classes would exist in your setting. If they do, then
consider whether or not this class of adventurer is a rare sight to behold Flexible Resources, Design Philosophies
or a more average encounter.
Both of these classes experiment with resources that are used
instead of traditional spell slots. This may mean that these classes
might be a bit more complicated to manage than other casters.
Accursed With that said, the abilities of each class should be simple enough
An accursed is a quarter caster who bears a terrible curse. As the afflic- to understand.
tion progresses, they learn how to twist and adapt to it; growing stronger
Accursed. The accursed was originally built as a fusion of the war-
every day, lest their curse consumes them. As an accursed, strike an ene-
lock and the fighter or even as an “anti-paladin” with a good
my down with your cursed strikes and watch as your being warps under
amount of risk-reward as you were playing a character who was
the strain of your foul powers.
cursed. The accursed may feel reminiscent to the paladin in some
areas, but it should be different enough to merit it being a class.

Occultist Occultist. The occultist was developed with the intention of being a
The occultist is someone studied in mysterious and occult arts. The more half-caster glass cannon. A caster with a low health pool but with
the dark secrets they unfold, the more wracked and deranged their access to tremendous amounts of damage and the ability to cast
minds become. The raw power of the knowledge they uncover is so upwards of 3 to 4 spells in a single turn.
strong that simply comprehending it can throw them into delirium, and
grant them great strength. As an occultist, uncover ancient rites that
when invoked, can provide you with tremendous power.

Classes

Class Description Hit Primary Saving Throw Armor and Weapons


Die Ability Proficiencies
Accursed A rugged warrior bestowed d10 Strength and Charisma and light and medium armor, shields, simple and martial weapons
with a horrible curse Charisma Constitution

Occultist A scholar of the esoteric who d6 Intelligence Intelligence and light armor, daggers, darts, slings, quarterstaffs, light crossbows
has tapped into maddening Wisdom
energies.

Subclasses
Class Subclass Level Available Description
Accursed Curse of Fury 1st Cursed with a near insatiable bloodlust.
Accursed Curse of the Stoneblighted 1st Cursed to slowly turn into nothing but dust and stone.
Accursed Curse of Vengeance 1st Cursed with the vengeance of a powerful force.
Occultist Agnoiology 2nd Studies the forces of the unknown.
Occultist Demonology 2nd Studies the forces of the abyssal.
Occultist Thanatology 2nd Studies the secrets of unlife.

4
Accursed
Adventurers doomed with a burden. Some time in an
accursed’s past, they were stricken with a horrible
curse; perhaps from angering a god or acquiring
some forbidden artifact. Accursed use the vile
energies imbued in them by greater powers to
survive and slay their foes. But more than that,
most wish to cure themselves from their hellish
affliction.

Adapt to Survive
Once struck by the fateful curse, an accursed must learn how to live
with it or die trying. This constant fight to stay alive triggers twisting
mutations as the body tries to change to accommodate its af-
fliction. Sometimes, though, the curse warps its host on its
own accord; and in both cases, very strange changes
can occur. An arm may twist and mold itself into a
hideous, razor sharp pincer to slice foes apart; a pair
of wings may rip themselves free of an accursed's back to
escape from hoards of enemies. No matter what form the
mutation takes, however, it is always beneficial to the ac-
cursed it warps.

Damned Existence
An accursed’s life is often an agonizing one once stricken by the curse.
Most folk see them as omens, and to protect their lands they either cast
them out or hunt them down. While stained by their curse, an accursed
will never truly be safe in normal society & most would rather struggle to
survive outside of civilization than risk being discovered for what they
are.

Road to Redemption I became an Accursed because...


Most accursed seek ways to cure themselves of their curse. This search D6 Reason
can take them far away from their homes and from safety, but no dis- 1 My curse was passed down to me from my forbears. I have decided
tance or trial will deter them from their goal. to end this vicious cycle & lift it to honor them and protect those
that come after me.
Curse Quirks 2 I came in contact with something unholy and strange marks
bloomed all over me. The village elders said I 'd been struck by a
D12 Quirk
horrible curse and banished me until I could find a way to lift it.
1 Your blood evaporates into a black vapor when exposed to open 3 I angered a being of great power, and now suffer the consequences
air. of that slight.
2 You have no reflection.
4 I destroyed something divine and innocent and the evil of that act
3 You are never clean.
has stained me. I will do all that I can to cleanse myself of that sin.
4 You cast no shadow.
5 You are freezing to the touch. 5 My ancestors stole a priceless treasure from a far off tomb, and
6 You leave behind burning footprints wherever you go. These fade their bloodline was cursed for that crime. I intend to undo the mis-
away after 6 seconds and leave no scorch marks behind. takes of my family and return the treasure to its rightful place.

7 Minor plant life (grass, flowers etc.) within 5 feet of you wilts and 6 I disrespected and old woman who turned out to be a hag. If I ever
dies. hope to be free of the hex she placed on me, I must find a way to
8 You do not dream. make it up to her.

9 You are plagued by terrible nightmares.

10 People feel uneasy around you and all small or smaller beasts are
afraid of you.
11 Your curse marks always appear to be bleeding.

12 No matter what you do, you cannot smile.

5
Curse Marks Class Features
D8 Markings As an accursed, you gain the following class features
1 My marks appear as vicious, scarred up lacerations all over my Hit Points
skin.
Hit Dice: 1d10 per accursed level
2 My mark is a symbol or message brand onto me by the being that
Hit Points at 1st level: 10 + your Constitution modifier
cursed me, bearing words in their native tongue.
3 My mark started small but is spreading more and more each day Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per
like a festering disease. I fear what may happen when it covers me accursed level after 1st

4 My mark makes my skin appear blotched and withered with decay. Proficiencies
5 My mark is a tiny ooze that resides visibly under my skin. It moves Armor: light and medium armor, shields
to a different part of my body every day.
Weapons: Simple and Martial weapons
6 My mark is an eye that has grown out of me like a tumor; watching
Tools: None
my every move.
7 My marks take the form of bony, stonelike spikes that jut out and Saving Throws: Constitution, Charisma

Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight,


8 My curse mark is a simple, colored dot. Intimidation, Investigation, Religion, and Survival

Equipment
Creating an Accursed You start with the following equipment, in addition to the equipment
When Creating an accursed, think about how your character got cursed in granted by your background:
the first place. How do they feel about the curse overall? Were they told
what to do or must they seek out that answer for themselves? Make sure  (a) scale mail or (b) studded leather armor and a shield
to consult with your GM when planning what to do with your accursed  (a) a martial weapon or (b) two simple weapons
character.
 (a) a dungeoneer’s pack or (b) an explorer’s pack

Quick Build If you forgo this starting equipment, as well as the items offered by your
background, you start with 4d4 x 10 gp to buy your equipment.
You can make an accursed quickly by following these suggestions. First,
put your highest ability in Strength, followed by Charisma or Constitu-
tion. Second, choose the haunted one background.

Lifting an Accursed's Curse


Optional Rule: Multiclassing
The lifting or cleansing of an accursed’s cursed is no simple task.
For those using the multiclassing optional rule, here is what you need to
know if you choose occultist as one of your classes. Generally the lifting of a curse will require some deed to be done;
be it an epic quest, the retrieval of a grand magical relic or some
Ability Score Minimum. As a multiclass character, you must have at least
other kind of trial. The nature of this deed is up to the GM. . And
a Strength and Charisma score of at least 13 to take a level in this class, or
before you think about it; no, the spell Remove Curse does not lift
to take a level in another class if you are already an accursed. Though
an accursed’s curse. The only spell that could lift the curse (unless
depending on how one becomes an accursed, this requirement can be
the GM decides upon another spell or makes one that can) is the
ignored.
likes of a Wish spell.
Proficiencies Gained. If accursed isn’t your initial class, here are the
If/when your accursed character is freed from their curse, you can
proficiencies you gain when you take your first level as an accursed: light
use one of the following options to determine what to do next with
armor and medium armor, shields, simple and martial weapons.
your character
Maledicted Magic. If you have both the Spellcasting class feature and the
Option 1. When the accursed is freed from their curse, they can no
Maledicted Magic class feature from the accursed class, you can use the
longer gain levels in the accursed class for the curse has been lifted.
curse points you gain from the Maledicted Magic feature to cast spells
Their curse features are removed, but they will still have access to
you know or have prepared from classes with the Spellcasting class fea-
their mutations and maledicted magic as these were formed by
ture, and you can use the spell slots you gain from the Spellcasting class
their body and will, not the curse alone. You can choose to halve
feature to cast accursed spells you know.
the total amount of curse points and mutations you have accumu-
lated if you wish. When an accursed of this type gains a level, they
must multiclass.

Option 2. If multiclassing is not really a rule in your campaign and


you are cured from your curse, you can simply replace all of your
accursed levels with either paladin or fighter levels. You retain all
proficiencies and ability score improvements the accursed class
had granted you up until the curse was lifted, and do not gain the
ability score increases granted by your new class UNLESS they
occur at later levels (i.e. ones you gain after you change classes)

6
The Accursed
Level Proficiency Features Cantrips Spells Curse Maximum Spell Mutations
Bonus Known Known Points Level
1st +2 Cursed, Cursed Strike, Maledicted Magic 2 1 10 1st _

2nd +2 Fighting Style, Grim Preparation 2 1 20 1st _

3rd +2 Sinister Mutation 2 1 30 1st 1


4th +2 Ability Score Improvement 2 2 40 1st 1
5th +3 Extra Attack 2 2 50 1st 2
6th +3 Cursed Feature 2 2 60 1st 2
7th +3 Vicious Grit (x1) 2 3 70 2nd 2
8th +3 Ability Score Improvement 2 4 80 2nd 2
9th +4 Greater Mutation 2 4 90 2nd 3
10th +4 Cursed Feature 2 5 100 2nd 3
11th +4 Vicious Grit (x2) 3 6 110 2nd 3
12th +4 Ability Score Improvement, Greater Mutation 3 6 120 2nd 3

13th +5 _ 3 7 130 3rd 4

14th +5 Cursed Feature 3 8 140 3rd 4


15th +5 Vicious Grit (x3) 3 8 150 3rd 4
16th +5 Ability Score Improvement 3 9 160 3rd 4
17th +6 Greater Mutation 3 9 170 3rd 5
18th +6 _ 3 9 180 3rd 5
19th +6 Ability Score Improvement 3 10 190 4th 5
20th +6 Curse Conquered 3 11 200 4th 5

Cursed Maledicted Magic


You have been cursed, and as such a number of dangerous effects now ail
you. Choose one of the following curses: Curse of Fury, Curse of the Cantrips
Stoneblighted and Curse of Vengeance. Each of these curses grant you
special features, and you gain additional features from your chosen curse You know two cantrips of your choice from the accursed spell list. You
at 6th, 10th and 14th level. learn additional accursed cantrips of your choice at higher levels, learn-
ing a 3rd cantrip at 11th level.
Cursed Spells
Spells
Each curse has a list of spells that you gain at the accursed levels noted in
the curse description. Once you gain a curse spell, you always know it, To cast one of your Accursed spells, you must expend a number of curse
and it doesn't count against the number of spells you have known. If you points as shown in the Curse Points Cost table. Equal to the level of spell
have a curse spell that doesn't appear on the accursed spell list, the spell you wish to cast. You create a spell slot of that level and immediately use
is nonetheless an accursed spell for you. it to cast the spell.

Curse Points You can only create a spell slot of a level equal to or less than the spell
level shown in the Maximum Spell Level column of the Accursed table.
You have a number of curse points each level , these points are spent to
use various accursed features. The amount of points you possess at any
level is shown in the Curse Points column of the Accursed table. You can
never have a number of points less than 0 or more than the maximum for Curse Point Cost
your level. You regain all spent curse points at the end of a long rest.
Spell Level Curse Point Cost
Cursed Strike 1 st
10
At 1st level, you can channel the wretched energy flowing through you 2nd 20
into your strikes. When you hit a target with a weapon attack, you can
3rd 30
choose to make it a cursed strike. When you to do so, you can choose to
4th 40
expend any number of curse points (minimum of 1) up to half of your
total curse points to add to the damage roll of the attack.
Spells known of 1st level and higher
Additionally, when you land a critical hit with a weapon attack, that at- You know one 1st-level spell of your choice from the accursed spell list.
tack is automatically made a cursed strike, adding a fifth of your total The Spells Known column of the Accursed table shows when you learn
pool to the damage roll without expending curse points. This added dam- more accursed spells of your choice. Each of these spells must be of a
age is considered damage you have added and does not allow you to level for which you can cast as shown in the spell level column of the
exceed the maximum amount you can add. Accursed table. For instance, when you reach 3rd level in this class, you
can learn one new spell of 1st or 2nd level.

7
Additionally, when you gain a level in this class, you can choose one of the Grim Preparation
accursed spells you know and replace it with another spell from the ac-
Additionally, at 2nd level, you learn how to adapt and brace yourself for
cursed spell list, which also must be of a level for which you can cast ac-
the trials ahead. Whenever you take a short rest, you can roll your
cording to the spell level column.
accursed hit dice to gain a number of temporary hit points equal to the
For the accursed spell list, see chapter 2 (p.23). amount rolled + your Constitution modifier per hit die spent instead of
using them to restore hit points. These temporary hit points are lost the
Spellcasting Ability next time you take a short or long rest.

Charisma is your spellcasting ability for your accursed spells, so you use You can gain temporary hit points and regain hit points on the same
your Charisma whenever a spell refers to your spellcasting ability. In short rest, but cannot use any hit die more than once for either purpose.
addition, you use your Charisma modifier when setting the saving throw (ie. if you have five hit die, you could roll two to heal and the other three
DC for an accursed spell you cast and when making an attack roll with to gain temporary hit points)
one.
Sinister Mutation
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
When you reach 3rd level, your curse develops and mutates, providing
Spell attack modifier = your proficiency bonus + your Charisma modifier. you with more power- at a price. You gain one sinister mutation of your
choice. This mutation provides you with a boost in power but also a small
detriment. When you gain certain accursed levels, you gain additional
Spellcasting Focus mutations of your choice, as shown in the Mutations column of the Ac-
Given that the mark you were granted upon becoming cursed provides cursed table. Once you choose one mutation, you cannot replace it, for
you with all the magic required, the mark acts as a spell casting focus for your body has permanently undergone the change.
your accursed spells.
Mutations are listed at the end of the class description.

Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of Ability Score Improvement
the following options. You can't take a Fighting Style option more than When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
once, even if you later get to choose again. you can increase one ability score of your choice by 2, or you can in-
Advance crease two Ability Scores of your choice by 1. As normal, you can't in-
crease an ability score above 20 using this feature.
Whenever you successfully hit a creature with a weapon attack, you can
choose to immediately move 5 feet in any direction, without expending
any additional movement.
Extra Attack
Archery Beginning at 5th level, you can attack twice, instead of once, whenever
you take the Attack action on your turn.
You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense Vicious Grit


While you are wearing armor, you gain a +1 bonus to AC. Starting at 7th level, when you fail a saving throw, attack roll or ability
check, you can cause your cursed resilience to flow through you, poten-
tially changing the outcome by allowing you to add 1d10 + your Charis-
Dueling ma modifier (minimum of 1) to the roll. Once you use this feature, you
When you are wielding a melee weapon in one hand and no other weap- cannot use it again until you complete a long rest.
ons, you gain a +2 bonus to damage rolls with that weapon.
You can use this feature twice between long rests starting at 11th level,
and three times between long rests starting at 15th level.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a
melee weapon that you are wielding with two hands, you can reroll the Greater Mutation
die and must use the new roll. The weapon must have the two-handed or
Upon reaching 9th level, your body once again mutates, this time, devel-
versatile property for you to gain this benefit.
oping a much more striking way. Choose a mutation from the greater
mutation section. Once you choose a mutation, you cannot replace it.

Improvised Fighting Whenever you choose a greater mutation, you lose two accursed hit dice,
and as such, lose a number of maximum hit points equal to the numbers
Your are proficient with improvised weapons. In addition, attacks made
rolled on the hit die + your Constitution modifier per die. These are re-
with improvised weapons can deal damage equal to 1d6 + your Strength
gained at 20th level or when you are cured of your curse.
modifier. If you strike with the object while it is held in both of your
hands, the d6 becomes a d8. You choose another greater mutation at 12th level, and one more at 17th
level.

Curse Conquered
Upon reaching 20th level, the curse’s effects subside and weaken within
you as you finally pull through its struggles. You can choose to no longer
suffer from the effects that your curse provided you with and the penal-
ties bestowed on you by your sinister and greater mutations. In addition,
you cannot be cursed by effects such as the Bestow Curse spell or effects
with the word curse in their name.
8
Curse of Fury Infuriation
Born from acts of horrific brutality in a great battle of the past, the curse At 10th level, you've worked out that spite can be quite the solution. As
of fury is one of bloodlust and rage. Your curse now stains your body and an action, you can spend 10 curse points to end one effect on yourself
mind, controlling you and your decisions with boiling wrath. that is causing you to be Charmed or Frightened or to end one magical
effect currently affecting you.
Curse of Fury Spells
Accursed Level Spells
Bloody Frenzy
1st Bloodlust*, Hideous Laughter
Upon reaching 14th level, getting bloodied only makes you angrier. When
7th Hold Person, Magic Weapon you are at half hit points or lower, you gain the following features:

13th Fear, Haste  Your AC is increased by 2

19th Freedom of Movement, Confusion  Your speed increases by 10 feet

 You gain access to an additional attack when making the attack


action.
* See Chapter 2 for more information

Curse feature: Bloodthirsty At the start of each of your turns, you gain 1 stack of fury (if possi-
ble).
While cursed by the curse of fury, your anger makes it hard to hold back.
You cannot nonlethally damage a creature.

In addition, you have a thirst for battle and violence. You must kill a crea- Curse of the Stoneblighted
ture that is of a challenge rating of at least 1/8 once every 48 hours. If you Long ago, hapless adventurers raided the tomb of a long forgotten ruler
don’t, you will only regain half of the hit points, hit dice and curse points and stole a great treasure hidden there. As soon as they plucked it from
that you would normally recover on a long rest. This lasts until you kill a where it lay, they were cursed to slowly petrify and disintegrate into dust
creature that is of a challenge rating of at least 1/8. like the tomb they robbed.

Curse of Stoneblighted Spells


Rising Fury Accursed Level Spells
Recklessness might be dangerous, but it's not without its perks. Once per
turn, you can spend your bonus action to become slightly angrier. Gaining 1st Sleep, Thunderwave
a stack of fury (maximum of 5 stacks). 7th Ray of Enfeeblement, Spike Growth
For every stack of fury, you gain the following. 13th Meld into Stone, Slow
 +1 to damage rolls made with weapon attacks
19th Stoneskin, Stone Shape
 +5 feet to speed

 Your unarmed strikes deal 1d4 + your strength modifier in bludg-


eoning damage. Each stack adds an additional d4 to the damage. Curse Feature: Prone to Stone
However, this fury is volatile and doesn't last forever. At the end of each While cursed by the curse of the stoneblighted, your body proves slug-
of your turns while you have a stack of fury, or whenever you use any gish and prone to petrifying effects. You have disadvantage on saving
feature from this curse, roll a d12. If you roll a 1, you go berserk. You throws made against being petrified and your walking speed is reduced
immediately take an additional turn, in which you must move and attack by 5 feet.
a random creature within striking distance with your unarmed strikes. If
you have extra attacks, you must do this multiple times. At the end of this
extra turn, you lose all fury. Earthen Fortification
For each stack of fury, the die that you roll to check if you go berserk Starting at 1st level, there is a fine layer of stone lining your skin, improv-
decreases to the next die type below. For example at 2 stacks it is a d10, ing your durability. You have a +1 to your AC and your hit point maxi-
then d8, d6 and eventually d4 at five stacks. mum increases by 1 and increases by 1 again whenever you gain a level
in this class.

Cursed Strike: Reckless Strike


Cursed Strike: Petrifying Strike
When you choose this curse at 1st level, your cursed strike receives an
When you choose this curse at 1st level, your cursed strike receives an
additional effect. You can choose to declare a cursed strike before you
additional effect. When you hit a creature with a cursed strike, its speed
attack, doing so allows you to gain advantage on the attack roll and gain a
is halved as its body is encapsulated in a thin layer of stone until the start
stack of fury. However when you do so, enemies will have advantage on
of your next turn.
attack rolls made against you until the start of your next turn.

Tough it Out Craggy Carapace


At 6th level, you learn how to transfer your cursed energies to another
Beginning at 6th level, the fires of hate burning inside you help you shrug
creature to grant them a stony barrier. As a bonus action you can choose
off damage like it was nothing. When you take damage, you can as a reac-
a creature within 30 feet of you and expend 15 curse points to provide
tion choose to expend any number of your curse points to reduce the
them with a layer of protection. This protection grants them 15 tempo-
damage you take by that amount.
rary hit points and the ability to reduce any bludgeoning, piercing, or
Additionally, for every stack of fury you have, you reduce all incoming
slashing damage they take by 5. This effect lasts for 1 minute, until you
damage by an amount equal to two times your fury stacks.
use it again or until you are incapacitated.
9
Unstoppable Best Served Cold
At 10th level, your stony resilience makes you very hard to stop. Your Beginning at 6th level, you can exert the soulcrushing pressure of your
walking speed can no longer be made lower than 20 and you gain ad- vengeful curse to make your foes falter. If a creature within 30 ft. of you has
vantage on Strength saving throws made against being knocked prone. advantage on a roll or can reroll on a roll by using another die, you can
spend your reaction and 20 curse points to force them to roll normally,
nullifying their advantage.
Live Burial
Heat of the Moment
Upon reaching 14th level, your learn how to bend your curse to protect
you from death. When you are reduced to 0 hit points, your cursed forms At 10th level, you can channel the resentful energy flowing through you to
a makeshift cocoon around you. You become petrified for the duration give you a sudden surge in power. Whenever you make an ability check,
while the cocoon grants you a number of temporary hit points equal to attack roll or a damage roll, you can spend 50 curse points to add your
five times your accursed level. At the start of each turn, you lose a num- ability score used for that roll to the roll.
ber of temporary hit points equal to your accursed level and regain an Turn the Tides
amount of hit points equal to the amount of temporary hit points lost by
Upon reaching 14th level, your curse provides you with the power to turn
this process. This effect ends when you lose all temporary hit points.
the tide against those stronger than you. When you attack or cast a spell
If a creature currently under the effect of your craggy carapace drops to against a creature that has damaged you in the last turn, you can choose to
0 hit points and you can see them, you can use your reaction to use this make the roll with advantage if an attack. If the effect requires a saving
feature on them instead. throw, they must roll with disadvantage. You can use this feature a number
of times equal to your proficiency bonus and regain all uses upon complet-
Once you use this feature, you cannot use it again until you complete a
ing a long rest.
long rest.

Curse of Vengeance
When people dare to slay gods and demons, they rarely escape without
consequence. A curse from such a being, uttered with their dying breath,
pledges that their vengeance shall be had- both against their conqueror
and through them.

Curse of Vengeance Spells


Accursed Level Spells

1st Hunter’s Mark, Bane

7th Blur, Mirror Image

13th Counterspell, Dispel Magic

19th Banishment, Phantasmal Killer

Curse Feature: Till Death Do You Part


While cursed by the curse of vengeance, your curse clings to your very
soul and drags you closer to death. Whenever you make a death saving
throw, subtract 1d4 from the result.

Resentful Strikes
Starting at 1st level, your curse’s vengeful nature strengthens your pow-
er against those that strike at you. When you make a weapon attack
against a creature that has damaged or attacked you in the last minute,
you can add your proficiency bonus to the damage rolls .

Cursed Strike: Spiteful Strike


When you choose this curse at 1st level, your cursed strike receives an
additional effect. When you hit a creature with your cursed strike, you
can choose to make them feel the hatred within you. They must make a
Wisdom saving throw against your spell save DC. On a failure, the crea-
ture becomes frightened of you until the start of your next turn.

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Sinister Mutations Eyes of the Night
Your eyes gain the ability to pierce the darkness.
The following options are listed in alphabetical order
You can see through all forms of darkness (including magical) as if it
were light.
Boiling Blood Curse. You have disadvantage on attack rolls and on Wisdom
Your body burns hot with a hellish fire, sometimes literally. (Perception) checks that rely on sight when you, the target of your at-
tack, or whatever you are trying to perceive is in direct sunlight.
You can as a bonus action, choose to set yourself ablaze. While on fire,
you shed a bright light up to 15 ft. away and a dim light another 15 ft. Flexible Build
away. Any creature that ends its turn within 5 feet of you takes 2d4 fire
Your bones and entire body become somewhat malleable, allowing you
damage and you deal an additional 1d4 of fire damage with your weapon
to squeeze into some interesting places.
attacks. This burning can be dismissed with a bonus action. Fire damage
dealt by this feature ignores resistances to fire. You have advantage on checks and saving throws made against escaping
grapples, can move at a normal speed while prone and suffer no penalties
Curse. At the end of each of your turns that you are still burning from this
while prone. Additionally, you can fit into spaces as small as 5 inches
feature, you take 2d4 fire damage.
wide.
Consume Magic Curse. Your speed is reduced by 10 feet.
Your curse improves your digestive abilities, to the point where you can
eat magic thrown your way.
Gaze of Horror
Your eyes exude a frightening presence.
When a ranged spell attack or a line spell is cast at you and you can see it
coming. You can spend your reaction to expend a hit die and attempt to As an action, you can attempt to frighten all creatures within a 30 ft cone
eat the spell. Make a Constitution saving throw against the spellcaster’s in front of you as long as they can see you. Roll 5d8: the total is how many
spell save DC. On a success, you consume the spell. On a failure the spell hit points of creatures this feature can affect. Creatures within the area
affects you normally and you are immediately hit or fail the save. While are affected in order of their current hit points, starting at the creature
you have a spell consumed you can choose to do one of the following as with the lowest current hit points. Each creature affected by this feature
an action: becomes frightened for 1 minute or until you cannot see them. Subtract
Digest spell. You digest the spell, regaining an amount of hit points each creature's hit points from the total before moving on to the creature
equal to 1d6 multiplied by the spell’s level (providing temporary hit with the next lowest hit points. A creature's hit points must be equal to or
points if you were at full health) . less than the remaining total for that creature to be affected. Once you
Release spell. The spell is released from your mouth and you cast the use this feature, you cannot use it again until you complete a long rest.
spell using the original spellcaster’s modifiers.
Additionally, you gain advantage on intimidation checks as long as the
If you do nothing with the consumed spell for 1 minute, the spell is di- creature you are intimidating can see your eyes.
gested as if by the digest spell action. You can only have one spell con-
Curse. You gain disadvantage on all other charisma checks made against
sumed at a time.
creatures that can see your eyes.
Curse. You must subtract 1d4 from all saving throws made against line
spells and spell attacks made against you receive a bonus 1d4 to the roll.
Heart of Darkness
Your heart blackens from your cursed energies and exudes an aura of
Desecrating Critical corruption around you.
Your curse occasionally unleashes destructive energies.
All creatures within 15 feet of you take an additional 1d6 of necrotic
Choose one damage type from acid, cold, fire, lightning, necrotic or poi- damage whenever they take damage. This deals maximum damage to
son. When you score a critical hit, you will deal an additional 2d6 of the plant life and is blocked by total cover. This effect is disabled while you
chosen damage type with the attack. Once you choose the damage type, are incapacitated.
you cannot change it.
Curse. You are also affected by this feature, meaning you take a bonus
Curse. Creatures that land a critical hit on you deal and additional 1d6 of
1d6 necrotic damage whenever you receive damage.
the chosen damage type.

Desolating Strikes Infernal Recovery


You rest more soundly than most as the curse coursing through you
Your Cursed strikes now temporarily weaken the defenses of your ene-
strangely replenishes you and bolsters your metabolism.
mies.
Whenever you take a short rest, you regain a number of curse points
Creatures you hit with a cursed strike have their AC reduced by 2 until
equal to your accursed level.
the start of your next turn.
Curse. Resting takes 50 percent longer for you.
Curse. If you are critically hit by an attack, the same effect is applied to
you instead. One of Many Tongues
Ethereal Presence You become capable of communicating to all by speaking a universal
language.
Your curse reaches into the ethereal plane, granting you with ghostly
insight. You are now understood by all creatures you talk to. While they under-
stand you, this does not make you understand them.
You can now see 60 feet into the ethereal plane and can fully interact
with incorporeal creatures and effects as if they were physical, allowing Curse. Despite them understanding you, you have disadvantage on Cha-
you to overcome the following; resistances to bludgeoning, piercing and risma checks made against those you communicate with in this manner.
slashing damage and immunities to the grappled and restrained condi-
tions.

Curse. Creatures from the ethereal plane have advantage on attacks


against you.
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Purging Strikes Unnatural arms
Your cursed energies flow with a slight pinch of antimagic. Your arms extend to absurd lengths for your kind.

When you hit a creature with a cursed strike that you have expended at Your reach is extended by 5 feet and you can melee attacks around cor-
least 15 curse points on, you create the effects of the Dispel Magic spell as ners and through cover, provided you are within reach of the target and
if it was cast at its lowest level targeting your cursed strike target. your arms can fit through any required spaces.

Curse. If you are critically hit by an attack, the same effect is applied to Curse. You have disadvantage on attack rolls made within 5 feet of you
you instead. given your strange physiology.

Ravenous Strikes Wretched Bile


Your damned essence eats away at the world around you and nourishes You now suffer from an infernal sickness that lays dormant in you until
you. you choose to unleash it.

When you damage a creature with a cursed strike, you regain a number Whenever you fail a Constitution saving throw or while poisoned/ intoxi-
of hit points equal to half the damage dealt by the strike. cated, you can spend your reaction and a hit die to expel a torrent of
hellish bile out in a 15 ft cone in front of you. All creatures in the area
Curse. If you are critically hit by an attack, the same effect is applied to
must make a Dexterity saving throw against your spell save DC. Taking
you instead.
4d6 acid damage on a failure or half as much on a success. Once this fea-
ture is used, you are cured of the poisoned or intoxicated condition or are
Soul Monger considered successful against the constitution saving throw.
Your soul develops the power to leech off other souls. Curse. You have disadvantage on Constitution saving throws.
Every time you deal damage to a creature within 15 feet of you, you re-
gain 1d4 hit points.
Greater Mutations
The following options are listed in alphabetical order.
Curse. Whenever you receive healing from a spell or magical effect that is
not from you, you restore 1d6 less hit points. Abominable Vitality
The cursed energies within you provide you with more durability.
Suppression Your Constitution score increases by 2 as does your maximum Constitu-
Choose one sinister mutation that you have gained, it no longer provides tion. In addition, at the start of each of your turns, if you have no more
you with its penalty. You can choose this mutation multiple times, each than half of your hit points left, you regain a number of hit points equal to
time choosing a different mutation to suppress. your Constitution modifier. You don’t gain this benefit if you have 0 hit
points.
At 20th level, or when your curse is lifted; you gain an additional 20 max-
imum hit points for every time you chose suppression.
Brutal Tenacity
Thorny Skin Your body hones itself, becoming more and more powerful.

Your skin grows a line of spikes, protecting you from would be attackers. Your Strength score is increased by 2 as does your maximum Strength. In
addition, when you hit a creature with a melee weapon attack, you can
If you are hit by a melee attack from a creature within 5 feet of you, you choose to shove them as a bonus action.
deal 1d6 piercing damage back at them. This damage is also dealt at the
start of each of your turns to any creature grappling you.
Cursed Arcana
Curse. Resting for you is quite awkward with all these spikes on your
body, as such you regain 1 less hit die on long rests. The magic within you improves to the point where it is extremely flexi-
ble.

Twisted Appendage You know an additional number of spells equal to your Charisma modifi-
er. In addition, upon completing a long rest, you can replace a number of
One of your arms mutates into a twisted and monstrous form.
your spells known equal to your Charisma modifier with other spells
You gain access to a natural weapon in the form of your arm, it does 1d10 from the accursed spell list. You can also, upon making the attack action,
of either bludgeoning, piercing or slashing damage that is magical for the cast a spell as a bonus action.
sake of overcoming resistances and immunities. You can also attack with
this arm as a bonus action as if you were attacking with your offhand.
Malformed Defense
Curse. You cannot use this arm like a normal arm, meaning you cannot
hold items in it. Your body hardens and becomes immune to one of the elements.

Choose one damage type from Acid, Cold, Fire, Lightning, Poison or Thun-
Unholy Build der. You are now immune to that type of damage. In addition, you gain a
+1 to your AC.
Your muscles swell with extreme power.

You count as one size larger when determining your carrying capacity Malicious Wings
and the weight you can push, drag, or lift. In addition, you can hold versa-
tile weapons in one hand and receive the benefits as if you held it in two- Your body grows a pair of malformed wings, providing you with flight.
hands. You gain a flying speed of 40 feet and can spend your reaction upon tak-
Curse. Your increased physical prowess has weakened your more dex- ing fall damage to take half damage instead.
terous capabilities. You have disadvantage on all dexterity skill checks.

12
Sinister Shanks
Your Legs transform into a set of spider-like appendages, improving your
movement capabilities.

You are always under the effects of the Spider Climb spell and you gain a
bonus +10 feet to your walking speed.

Spell Resistance
Your curse develops to shield you against magical assaults.

You take half damage from spells and have advantage on saving throws
against spells and magical effects.

Unbound Ferocity
Your muscles and blood pump and pulse with a vicious aggression.

When you take the attack action, you can attack an additional time, this
stacks with extra attack.

Undying Resolve
Your curse twists your metabolism and willpower, allowing you to fight
on at a price.

When you are reduced to 0 hit points or instead of making a death saving
throw, you can choose to willingly fail a death saving throw and spend a
number of curse points to regain hit points equal to the amount spent
and continue fighting. This death save remains failed even when you are
conscious and not dying. If you have accumulated 3 death saving throws
with this feature and are reduced to zero hit points, you die instantly.
Any expended death saves are regained upon completing a long rest.

Vile Alacrity
Your body feels faster than it should ever be.

Your Dexterity Score increases by 2 as does its maximum. In addition,


you can spend 10 curse points to take either the dash, disengage or
dodge action as a bonus action.

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Class: Occultist Occultist Quirks
Tapping into the unknown, the occultist
D12 Quirk
uses their knowledge of the deranged,
twisted, and obscure to fuel their pow- 1 My fascination with death and the macabre can be unsettling to
ers. While the magnitude of this those around me. I don’t really get it though, death is just the begin-
knowledge threatens to crush their ning!
mind, with risk comes great reward.
Occultists harness the power of their 2 I just can’t stop asking questions. There’s always more to learn.
studies to bend reality to their will. 3 My isolated studies have made me more than a little bit introvert-
ed.

Forbidden Knowledge 4 I find it hard to keep a conversation focused. There are so many
things to talk about.
The occultist is a bearer of many secrets, sequestering hidden
knowledge from the far reaches of the universe. However, these secrets 5 I find the gothic aesthetic of a flickering candle entrancing. No
can be mind-bending and dangerous, sometimes a single phrase can be other light source holds a candle to candles.
all it takes to drive them insane. The occultist that accepts this toll on
6 I am an obsessive notetaker and a I must constantly document my
their mind opens doors that seldom few even know exist.
experiences.
7 I have a fondness for something that most people fear.
Seekers of the Unknown 8 I always think my thoughts are worth sharing. This can get me in
No matter the path their research leads them down, they always seek trouble from time to time.
the same destination. Driven to find answers to countless existential 9 All that time spent crouching over ancient tomes has ruined my
questions. What is the meaning of life? What happens when we die? Who posture. I can’t ,for the life of me, sit up straight.
brought existence into existence? This pursuit is what drives occultists
and often leads them to live a life of adventure. 10 When I become engrossed in my studies, I often neglect my basic
needs; forgetting to bathe, drink, eat and sleep.
11 All I care about is logic and information. Emotions are for other
people.
I became an Occultist because...
12 Everyone calls me a “know-it-all” like it’s an insult. I can’t imagine
D6 Reason being so small-minded.
1 I was taught all my life that divine power was absolute and eternal ,
but I know that something must have existed before them.
2 In my studies of the arcane, I stumbled upon a few things I was not
supposed to see. I must know what other secrets have been kept
from me.

3 I am intrigued by the enigma of the powerful entities of my world


and I must understand what makes them tick.

4 Strange visions come to me in my dreams. In trying to understand


what they mean, I have fallen down quite the rabbit hole.

5 Someone close to me is bound by a powerful entity. I need to see if


there is a way I can free them.

6 I joined an institute researching the paranormal and have found


myself unable to escape its thrall.

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Creating an Occultist
When creating an occultist, consider what knowledge you are striving to
Class Features
attain. What are you researching? Did you attend an academy before As an occultist, you gain the following class features
diving into the unknown, or did you fall into this life of cryptic secrets Hit Points
completely by accident?
Hit Dice: 1d6 per occultist level
Make sure you ask your GM what kind of role occultists play in the cam- Hit Points at 1st level: 6 + your Constitution modifier
paign.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per
Quick Build occultist level after 1st
You can make an occultist quickly by following these suggestions. First,
put your highest ability score in Intelligence, followed by Wisdom or
Proficiencies
Dexterity. Secondly, choose the sage background. Armor: light armor

Optional Rule: Multiclassing Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

For those using the multiclassing optional rule, here is what you need to Tools: None
know if you choose occultist as one of your classes.
Saving Throws: Wisdom (Sanity if sanity is being used), Intelligence
Ability Score Minimum. You must have an Intelligence score of at least
Skills: Choose two from Arcana, Deception, History, Insight, Investiga-
13 in order to multiclass into and out of the occultist class. Additionally, if
tion, Nature and Religion
you are using the sanity rules, you must also have a Sanity score of at
least 13 in order to multiclass into and out of occultist. Equipment
Proficiencies Gained. If occultist isn’t your initial class, here are the You start with the following equipment, in addition to the equipment
proficiencies you gain when you take your first level as an occultist: light granted by your background:
armor.
 a dagger and leather armor
Sanity Well. If you have both the Spellcasting class feature and the Sani-
 an arcane focus
ty Well class feature from the occultist class, you can use the sanity
points you gain from the Sanity Well feature to cast spells you know or  (a) a scholar’s pack or (b) an explorer’s pack
have prepared from classes with the Spellcasting class feature, and you
If you forgo this starting equipment, as well as the items offered by your
can use the spell slots you gain from the Spellcasting class feature to cast
background, you start with 3d4 x 10 gp to buy your equipment.
occultist spells you know.

Multicast. If you gain the multicast class feature from more than one
class, the features don't add together. You can't cast more than 2 spells
with this feature unless it says you do (as the occultist’s version of Mul-
ticast does).

Using Sanity in your Campaign?


As an additional option, the occultist can be adjusted to use the sanity
score in campaigns that use it.

If you wish to run an occultist in such a setting, simply replace any


instance of the Intelligence or Wisdom score in spellcasting and fea-
tures with the Sanity score.

15
The Occultist
Level Proficiency Features Cantrips Spells Sanity Maximum Spell Rites Known Deliriums Delirium
Bonus Known Known Points Level Damage
1st +2 Ambience of the Ancients, Spell- 2 3 4 1st _ 2 1d4
casting, Sanity Well, Delirium
2nd +2 Esoteric Studies 2 4 6 1st _ 2 1d4

3rd +2 Ancient Rites 2 5 6 1st 1 3 1d4


4th +2 Ability Score Improvement 3 6 8 1st 1 3 1d4
5th +3 _ 3 7 14 2nd 2 3 1d6

6th +3 Esoteric Studies Feature 3 8 14 2nd 2 4 1d6


7th +3 Supernatural Suspicion 3 9 17 2nd 2 4 1d6
8th +3 Ability Score Improvement 3 11 22 2nd 2 4 1d6
9th +4 Multicast (x1) 3 11 27 3rd 3 4 1d6
10th +4 Esoteric Studies Feature 4 12 27 3rd 3 4 1d6
11th +4 — 4 12 30 3rd 3 4 1d8
12th +4 Ability Score Improvement 4 13 32 3rd 3 5 1d8
13th +5 — 4 13 38 4th 4 5 1d8

14th +5 Esoteric Research Feature 4 14 44 4th 4 5 1d8


15th + — 4 14 50 4th 4 5 1d8

16th +5 Ability Score Improvement 4 15 57 4th 4 5 1d8


17th +6 Multicast (x2) 4 15 64 5th 5 6 1d10
18th +6 Esoteric Studies Feature 4 16 64 5th 5 6 1d10
19th +6 Ability Score Improvement 4 16 64 5th 5 6 1d10
20th +6 Twisted Epiphany 4 17 64 5th 5 Unlimited 1d10

Ambience of the Ancients


At 1st level, you can spend a bonus action to create one of the following Sanity Well
simple effects to provide you with the right ambience to study to. You
You possess a pool of ancient power called a sanity well, which you use
can have a number of lasting effects equal to up to your Intelligence
to fuel your spellcasting and occultist features. To cast one of your Oc-
modifier active at any one time.
cultist spells, you must expend a number of points as shown in the Sani-
 Create a smell of your choice that emanates up to 15 feet away ty Points Cost table equal to the level of spell you wish to cast. You cre-
from you ate a spell slot of that level and immediately use it to cast the spell.

 Create an ambient sound that can be heard up to 15 feet away such You can only create a spell slot of a level equal to or less than the spell
as crashing waves or faint chanting level shown in the Maximum Spell Level column of the Occultist table.
You can never have a number of points less than 0 or more than your
 Create a number of small ethereal lights equal to your Intelligence maximum for your level. You regain all spent points at the end of a long
modifier within 15 feet of you. These lights shed bright light in a 5 rest.
ft radius around them and a dim light another 5 feet. You can rear-
range them with further bonus actions. You can restore both sanity points and hit points on a short rest, but not
with the same hit die. If you choose to restore sanity points on a short
 Create a subtle breeze or calm the air around you in a 15ft radius. rest, you can choose to expend your occultist hit dice to restore an
amount of sanity points equal to the amount rolled + your Intelligence
 Light or extinguish any number of candles within 15 feet of you
modifier per hit die instead of using them to restore hit points. This is
You can produce other effects of similar power to those above if your GM generally done through some form of small-scale occult ritual.
allow it.

Spellcasting
Cantrips
At 1st level, you know two cantrips of your choice from the occultist
spell list. You learn additional artist cantrips of your choice at higher
levels, as shown in the Cantrips Known column of the Occultist table.

16
Sanity Point Cost  You gain a special barrier that shields you from incoming attacks. This
barrier has a number of hit points equal to five times your occultist
Spell Level Sanity Point Cost level when you enter delirium that do not recover between delirium
st uses. The barrier loses health before you lose temporary hit points.
1 2
The barrier regains all lost hit points upon completing a long rest.
2nd 3
3rd 5  When you take damage while in your state of delirium you can spend a
4th 6 reaction to regain 1d4 sanity points.
5th 7 Your delirium lasts for 1 minute. It ends early if you are knocked uncon-
scious. You can also attempt to end your Delirium prematurely by taking an
action on your turn to attempt a Wisdom saving throw against your spell
Spells known of 1st level and higher save DC. On a success, the delirium ends. Regardless of how you end your
delirium, you suffer from a random short term madness effect. If you end it
You know two 1st-level spells of your choice from the occultist spell list.
early, this effect only lasts until the start of your next turn. If your delirium
The Spells Known column of the Occultist table shows when you learn ends normally, it lasts 1d10 minutes. You cannot enter delirium again until
more occultist spells of your choice. Each of these spells must be of a this short term madness ends.
level for which you can cast as shown in the spell level column of the
You can use this feature a number of times equal to the number shown for
Occultist table. For instance, when you reach 5th level in this class, you
your occultist level in the Deliriums column of the Occultist table and regain
can learn one new spell of 1st or 2nd level.
all uses when you complete a long rest
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 Esoteric Studies
occultist spell list, which also must be of a level for which you can cast When you reach 2nd level, you commit yourself to a field of study relating to
according to the spell level column. your esoteric interests: Agnoiology, Demonology or Thanatology. Each of
these fields are detailed at the end of the class description.
For the occultist’s spell list, see chapter 2 (p.24)

Spellcasting Ability Your choice grants you features at 2nd level and again at 6th, 10th, 14th
and 18th level.
Intelligence is your spellcasting ability for your occultist spells. You use
your Intelligence whenever a spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting the saving
throw DC for an Occultist spell you cast and when making an attack roll
Ancient Rites
with one. Through your research into archaic rituals, you have uncovered dark rites
that grant you supernatural powers.
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
At 3rd level, you learn one ancient rite of your choice. Your rite choices are
Spell attack modifier = your proficiency bonus + your Intelligence modi- detailed at the end of the class description. When you gain certain occultist
fier levels, you gain additional rites of your choice, as shown in the rites known
Ritual Casting column of the Occultist table.

You can cast an occultist spell as a ritual if that spell has the ritual tag and Additionally, when you gain a level in this class, you can choose one of the
you have the spell known. You don't need to have the spell prepared. rites you know and replace it with another rite you could learn at that level.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your occultist
spells. Ability Score Improvement
Delirium When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you
can increase one ability score of your choice by 2, or you can increase two
Additionally at 1st level, you have uncovered a secret so vile that re- Ability Scores of your choice by 1. As normal, you can't increase an ability
calling it corrupts and maddens you. As a bonus action you can choose to score above 20 using this feature.
recall it, entering a state known as delirium.

While in delirium, you gain the following features


Supernatural Suspicion
 You have advantage on Intelligence checks and saving throws but
At 7th level, the paranoia gained from delving into this dark knowledge
have disadvantage on Charisma checks and saving throws
grants you advantage on initiative.
 Whenever you damage a creature with one of your spells, you gain a
Additionally, if you are surprised at the beginning of combat and aren't
bonus to the damage dealt that increases as you gain levels as an
incapacitated, you can act normally on your first turn, but only if you enter
occultist, as shown in the Delirium Damage column of the Occultist
your delirium before doing anything else on that turn.
table

 You become immune to the charmed and frightened condition as


you have entered a state of madness that cannot be swayed.

17
Multicast Alien Mind
Beginning at 9th level, your deep understanding of the world allows you Beginning at 6th level, your mind becomes alien to others. You gain re-
to push your spellcasting abilities. Once per turn, whenever you cast an sistance to psychic damage.
occultist spell, you can cast an additional spell as a part of the same action Additionally, whenever you succeed a Wisdom or Intelligence saving
(excluding cantrips). This spell must be of a level lower than the first throw, you mind locks shut. Whenever you to make another Wisdom or
spell. If a spell is an effect that for the duration (that is not instantaneous) Sanity saving throw before the end of your next turn, you make that sav-
allows you to make a spell attack, multicast will allow you to make addi- ing throw with advantage.
tional spell attacks (following the rules of the spell).
Color of Madness
You can cast an additional spell, following the same rules at 17th level.
Starting at 10th level, whenever a creature within 5 feet of you makes an
attack against you, you may use your reaction and 5 sanity points to dis-

Twisted Epiphany suade them with a pinch of horror. The creature must make a Wisdom
saving throw against your spell save DC. On a failure they take 2d10
Upon reaching 20th level, you've learnt how to find answers in even the psychic damage and fails to attack you along with preventing them from
deepest depths of madness. When you roll initiative and have no sanity attacking you for the rest of the turn. On a success the creature takes only
points remaining, you regain 20 sanity points. half damage and continues with its attack on you.

Esoteric Studies Mental Break


When you reach 14th level, you are able to shatter the minds of creatures
through your alien gaze. As an action, you can choose a creature within
Agnoiology 60 feet of you that you can see. That creature must make a Wisdom sav-
ing throw against your spell save DC. On a failure they suffer a random
You have uncovered the secrets of the old gods, cosmic creatures capable
effect from the short-term madness table and are frightened until the end
of universal influence. These eldritch horrors have given you terrifying
of their next turn. On a success, nothing happens and the creature is im-
powers and untold potential.
mune to this feature for the next 24 hours.
Expanded Spell List
You can use this feature a number of times equal to your Intelligence
Agnoiology lets you choose from an expanded list of spells when you modifier and regain all uses at the end of a long rest.
learn an occultist spell. The following spells are added to the occultist
spell list for you. Madness Realized
Upon reaching 18th level, you can temporarily expel the form of the old
ones themselves into this world. As an action, you spend 10 sanity points
Agnoiology Expanded Spells
to unleash this visage. All creatures that can currently see you within 30
Spell Level Spells feet of you must make a Wisdom saving throw against your spell save DC.
1st Color Spray, Hideous Laughter On a failure, the creature falls prone and becomes incapacitated, reduced
to an incoherent blubbering mess of madness for up to a minute. A crea-
2nd Alter Self, Detect Thoughts
ture affected by this cannot willingly stand up until they succeed a Wis-
3rd Blink, Slow dom saving throw which they can make at the end of each of their turns.
4th Black Tentacles, Polymorph Once you use this feature, you cannot use it again until you complete a
5th Scrying, Telekinesis short or long rest.

Probing Mind
When you choose this research at 2nd level, your studies into the old ones
has granted you with the ability to vaguely read minds. You can now
speak, read and write deep speech if you couldn’t already.

In addition, you can read the surface thoughts of any creature you touch
and have touched for more than 1 minute.

Eldritch Force
At 2nd level, while in delirium, your attacks and spells deal an additional
1d6 psychic damage and when you do hit a creature with an attack, you
can choose to push or pull the creature up to 15 feet closer or further
from you.

The psychic damage increases to 2d6 at 11th level, and becomes 3d6 at
17th level.

18
Demonology Lesser Demon Command
Your studies have pulled you deep into the dark world demonic rituals At 14th level, you learn the spell Conjure Minor Elemental if you don't
and evil pacts. The scriptures you've seen were never meant for mortal already know it. Whenever you cast this spell however, demons of the
eyes, and comprehending them has changed you forever. appropriate challenge rating are summoned instead of elementals.

Expanded Spell List Additionally, the demons summoned this way are friendly to you and will
follow simple, verbal commands to the best of their ability. If you do not
Demonology lets you choose from an expanded list of spells when you
issue a command to the fiends, they will attack the nearest creature to
learn an occultist spell. The following spells are added to the occultist
them on their turn that is not a demon, potentially including your allies if
spell list for you.
you're not careful.
Demonology Expanded Spells Unholy Power
Spell Level Spells Upon reaching 18th level, you can invoke the power of the denizens of
the deepest, darkest depths of the abyss. While you are in delirium, you
1st Burning Hands, Sleep
exert an aura of demonic energy, providing a power boost to all creatures
2nd Alter Self, Scorching Ray within 30 ft. of you. Once per turn, when these creatures deal damage
3rd Fireball, Slow while inside your aura, they deal a bonus amount of damage equal to
your delirium damage die.
4th Fire Shield, Wall of Fire
5th Contagion, Flame Strike Thanatology
Death is perhaps the oldest and most inescapable reality of the mortal
Summon Demon realms, so it's hardly shocking your research has come to focus on it. You
When you choose this study at 2nd level, you uncover demonic rituals to seek to unearth the secrets of the grave and to find the truth of the great
summon lesser fiends to do your bidding. You learn the Find Familiar beyond.
spell but can only summon quasits, pseudodragons and imps with it. Addi-
Expanded Spell List
tionally, on your turn when you cast a spell and are within 100ft of your
familiar, you can expend your familiar's reaction to cast it through them Thanatology lets you choose from an expanded list of spells when you
instead. learn an occultist spell. The following spells are added to the occultist
spell list for you.
In addition, you learn how to speak, read and write Abyssal.

Thanatology Expanded Spells


Delirium Feature: Lash of the Abyss Spell Level Spells
Additionally at 2nd level, your Delirium ignites you with searing hellfire.
1st False Life, Inflict Wounds
Your weapon and spell attacks deal a bonus 1d8 fire damage, this damage
ignores resistances to fire damage but not immunity. This damage in- 2nd Gentle Repose, Ray of Enfeeblement
creases to 2d8 at 11th level, and 3d8 at 17th level. 3rd Animate Dead, Speak with Dead
4th Death Ward, Locate Creature

Fiendish Transformation 5th Hallow, Raise Dead

Starting at 6th level, you've discovered that in your line of research, you
are what you read. You count as a fiend for the purposes of spells and Death’s Door
other magical effects and gain a resistance to fire damage. In addition, you
can see in magical darkness and gain a darkvision of 60 feet if you didn’t When you choose this study at 2nd level, your understanding of death
already possess a darkvision. allows you to sense when the living are at its threshold. . You can sense
when a creature within 30 feet of has current hit points equal to or less
than a quarter of its maximum hit points.
Corrupt the Holy Additionally, once per turn, attacks you make against such creatures are
Beginning at 10th level, you can utter foul words of power that taint the made with advantage.
minds of the holy. As an action, you can chant a godless phrase, targeting a
number of creatures you can see within 30 feet equal to your Intelligence
modifier. A creature that cannot hear you is unaffected. Delirium Feature: Soul Eater
Affected creatures must make a Wisdom saving throw against your spell At 2nd level, you learn rites that bolster your health when you push a
save DC. Celestials and worshippers of a god have disadvantage on this creature closer to death. When you reduce a creature to 0 hitpoints
saving throw, but fiends automatically succeed. On a failure, the targeted while your Delirium is active, you can regain hit points equal to one of
creature’s eyes turn black and they regard every other creature as an that creature's hit die + your delirium damage die.
enemy, Whenever the affected creature chooses another creature as a
target, it must choose the target at random from among the creatures it
can see within range of the attack, spell, or other ability it’s using. If an
enemy provokes an opportunity attack from the affected creature, the
creature must make that attack if it is able to. . An affected creature can
repeat this saving throw whenever they take damage, ending the effect on
a success. This lasts for 1 minute or until they save against the effects of
the spell.

Once you use this feature, you cannot use this feature again until you
complete a long rest.

19
Barely Alive Ancient Rites
When you reach 6th level, you find that your prolonged closeness to An Ancient Rite has two components: a simple component and a com-
death has changed you into something not quite alive, but not quite dead, plex component...
either. You retain your creature type, yet you count as undead to effects
and spells that effect, target or detect undead creatures. Additionally, you Simple Components provide you with small buffs or actions that you can
become resistant to necrotic damage and no longer need to eat, drink or perform at will.
breathe. Complex components are stronger actions that you can trigger once.
Death’s Judgement Once the complex components is used, you cannot use it again and have
that rite’s simple component disabled until you complete a long rest.
Upon reaching 10th level, bringing a creature to its demise is something
your research has allowed you to perfect. Once per turn, when you suc- Some ancient rites have prerequisites, to learn them, you must meet
cessfully hit a creature that has equal to or less than a quarter of its maxi- those prerequisites.
mum hit points, you can choose to make the attack a critical hit.
The following options are listed in alphabetical order.
Undying Resilience Absolute Terror Field
By 14th level, you understand how to pull yourself back from the edge
Your have studied various methods to mold your very will into a
when death threatens to claim you. If you drop to 0 hit points during
protective barrier.
your delirium and you don't die outright, you can use this feature to
make a DC 10 Constitution saving throw. On a success, you drop to 1 hit Simple Component: While you know this rite, you gain a bonus to your
point instead. AC equal to your Intelligence modifier (minimum 1).
Complex Component: You can as a reaction, in response to being hit
Each time you use this feature after the first, the DC increases by 5. When
with an attack or failing a Dexterity saving throw to take damage on a
you finish a short or long rest, the DC resets to 10.
failure or half as much on a success to intensify your barrier, blocking
and negating any damage or effects that would occur for that attack or
Death Waltz saving throw, additionally, you are immune to damage until the end of
that turn.
Upon reaching 18th level, you gain the ability to call on the spirits of the
dead to come to your aid. As an action you can spend a number sanity Archaic Cipher
points to summon spectral beings to unoccupied spaces within 30 ft of In your studies you have uncovered a rather peculiar form of writing...
you. Each being costs 1 sanity point to summon, and you cannot have
more than 10 summoned at once. For the duration, at the end of each of Simple Component: While you know this rite, you can choose to speak
your turns, the summoned spirits can be willed to attack any number of in an otherworldly tongue. When you do, the only people who can under-
creatures within 30ft of you. stand you are those you choose, even if they speak a different language.
To others, this speech sounds like the ramblings of a lunatic, a chittering
Spirits use your spell attack modifier for their attack rolls and can only beast, or undiscernible whispers, depending on the volume.
attack once each turn. On a hit, a spirit deals 1d6 + your intelligence Complex Component: You can as an action, cause any number of crea-
modifier in necrotic damage. Spirits always use your Death’s Judgement tures or writing within 30 feet of you to become not understandable by
feature and can use it even when you have expended it. You can dismiss anyone except by those you delegate for 1 minute. Creatures with
all summoned spirits on your turn as a bonus action. Otherwise, spirits truesight can see the original writing while creatures that can tell if you
can only be prematurely dismissed when you are killed. are lying can hear the original speech.
Once you use this feature, you cannot use it again until you complete a Beyond Good and Evil
long rest.
Your soul has escaped the cosmic chains of morality, masking you from
their influence.

Simple Component: You are immune to any effect that senses, changes,
or otherwise refers to your alignment. Additionally, when an effect of a
spell you cast or a magic item you activate has different effects depend-
ing on your alignment, you can choose which one occurs. You can also
wear or use any magical items that requires you to be of a certain align-
ment, regardless of your actual one.
Complex Component: As an action you can spend 5 sanity points to
choose a number of willing creatures equal to your intelligence modifier
(including yourself) to gain the effects of this rite’s simple component
and the spell Protection from Evil and Good for 1 hour.

20
Blood Sacrifice Death’s Defiance
Prerequisite: 6th level Delaying Death’s cold grasp is actually quite simple when you look into it

Sometimes, the rituals you perform require a little bit more of one's Simple Component: While you know this rite, you have advantage on
essence to be successful. death saving throws and can spend a bonus action and 2 sanity points to
stabilize a creature within 5 feet of you. Creatures you stabilized are un-
Simple Component: When you reduce a creature to 0 hit points with a
conscious for the full potential duration.
melee attack, you regain 1d4 sanity points.
Complex Component: If you fail all of your death saving throws, you can
Complex Component: You can as an action, plunge your weapon into
choose to become stable instead, if you do this, you are unconscious for
yourself. The weapon must be one you are proficient with and is one
the full potential duration and cannot use this complex feature again for
handed and must be a melee weapon. When you do plunge the weapon
the next 24 hours.
into yourself, you take the weapons damage as if it were a critical hit and
regain sanity points equal to the damage dealt by the weapon’s damage Down the Rabbit Hole
(damage that is added onto the weapon’s damage such as sneak attack or Prerequisite: 6th level
smite or bonus damage from a magic item or spell do not make you re-
gain more sanity points). No one knows how deep it goes...

Butterfly Effect Simple Component: While you know this rite, your delirium damage is
increased to the next die type, for example 1d4 becomes 1d6, 1d8 be-
Every little action, leads to something greater...
comes 1d10 etc.,
Simple Component: While you know this rite, you can cause your ac- Complex Component: While in delirium, you can use your bonus action
tions to build up to something greater. When you make an ability check, to dive deeper into insanity, gaining the benefits of delirium again along
attack roll or saving throw and do not roll a 20 on the d20, you gain 1 with resetting its time. You can only end this version of delirium when
point (up to 20 points). Whenever you make one of these rolls you can you are reduced to 0 hit points or the duration ends, in which you suffer
choose to expend all of your amassed points to make your roll count as if two effects from the short-term madness table for the full duration.
you rolled the number equal to the amount of points you expended.
Complex Component: As a bonus action on your turn, you can spend 5
Ethereal Distortion
sanity points to defy fate and enter a state of power as your actions reach Sometimes to see the truth, you must not see at all...
their peak for just a moment. Until the start of your next turn, you have
Simple Component: While you know this rite, you can take the dodge
advantage on all ability checks, attack rolls and saving throws.
action as a bonus action by spending 2 sanity points.
Captured Heart Complex Component: You can as an action spend 3 sanity points to pro-
ject your image to a space within 5 feet of you for up to 1 minute. While
Sometimes you need a little more bodies for the ritual...
the image is up, attacks that rely on sight have disadvantage against you.
Simple Component: While you know this rite, you have advantage on Additionally while active, if you are subjected to a saving throw to only
any Charisma check made to persuade a creature and have advantage on take half damage, you take none if you succeed and only half if you fail
attack rolls made against charmed creatures. Creatures that have truesight ignore this effect.
Complex Component: You can as an action spend 5 sanity points to cast
the spell Charm Person on a number of creatures within 30 feet of you
Fractured Soul
equal to your Intelligence modifier. Prerequisite: 15th level

Ceremonial Mastery A cheap alternative to lichdom


Prerequisite: 15th level Simple Component: While you know this rite, your soul permeates
throughout not just your body, but your possessions. When you take a
In your various notes, you learn rituals that many would dream of...
long rest, you can choose to attune to an object as if it were a magical
Simple Component: While you know this rite, all Occultist spells you item. If you are slain, any creature can use resurrection magic on the
know gain the ritual tag if they didn’t already and rituals only add 5 object you attuned to instead of using your body, causing your body to
minutes to the casting time. reappear next to the item without anything on it if successful, resurrec-
Complex Component: When you cast a spell, you can choose to rush its tions done this way only have a 50 percent chance of success.
effects, causing it to cost no sanity points as long as it was cast at its low- Complex Component: You can as an action, cause your body to tempo-
est level. rarily dissolve itself throughout the planes. Until the end of your next
turn, you are untouchable but are incapacitated, blinded, deafened and
Collective Mind paralyzed. However, while this is occurring, you can perceive in all other
Prerequisite: 11th level planes of existence.
They do say two heads are better than one.

Simple Component: While you know this rite, you have advantage on
saving throws made to maintain concentration on a spell as long as there
is another creature within 15 feet of you.
Complex Component: When you cast a spell that requires concentration,
you can transfer that concentration to another willing creature within 15
feet of you, allowing you to concentrate on another spell.

21
Shadow Puppetry Umbral Trespass
Your best friend in these dark times, is often yourself Prerequisite: 11th level

Simple Component: While you know this rite, you can as a bonus action Its always good to have an out of body experience every once in a while.
control your shadow.
Simple Component: As an action, you can spend 2 sanity point to project
Your shadow can move up to 30 feet away from you, travels along all your soul outward up to 20 feet. Until the start of your next turn, you can
surfaces (allowing it to slide under doors), can interact with objects or perceive anything you could normally perceive as though you were
creatures, using your spellcasting ability for any checks made this way standing where your soul is. You can also project your soul through walls,
and can carry up to 10 pounds. Your shadow is forced back to you if mag- although you cannot project it through 1 foot of stone, 1 inch of common
ical light of 3rd level or higher is cast upon it, cannot attack or activate metal, a thin sheet of lead, or 3 feet of wood.
magical items. Complex Component: As a bonus action, you can spend 2 sanity points
to temporarily possess a willing creature within 20 feet of you for up to 1
Additionally, you can cause the shadow to return to you as a bonus action
minute. While you are possessing them, you have access to any traits that
and as an action see what your shadow can see.
do not require actions, bonus actions or reactions to use and ability
Complex Component: As an action and by spending 5 sanity points, you
scores (that do not include intelligence, wisdom, charisma or sanity
can cause your shadow to manifest into the world as a shadow for 1 mi-
scores). You can still cast your spells as if they originated from this crea-
nute. The shadow obeys your every command, takes its turn immediately
ture. While possessing the creature, your main body is incapacitated. At
after yours and will take the dodge action if not given commands. Its
the end of the duration, you return to your body and the creature regains
strength drain action does not drain a creature’s strength and cannot
control.
create new shadows from slaying creatures with this attack.

Soul’s Armory Universal Fleeting


This material plane does not wait for you, catch up to it and grasp the
One’s very spirit is usually sharper than any blade.
truth.
Simple Component: You gain proficiency in simple weapons and can
Simple Component: While you know this rite, you gain a bonus 10 feet
choose use your Intelligence modifier instead when making weapon
to your walking speed.
attacks.
Complex Component: You can as a bonus action spend 5 sanity points to
Additionally, you can spend your bonus action to expend 2 sanity points double all of your speeds until the end of your next turn.
to conjure for a weapon from your mind and soul for 1 minute. The
weapon you summon must be one that you are proficient with. You can
Vengeance
dismiss the weapon with a bonus action and can only have a number of They shall know your suffering.
these weapons active at a time equal to your proficiency bonus. Conjur- Simple Component: While you know this rite, you can as a reaction
ing a new weapon while all are active will cause the oldest weapon to against seeing an allied creature being damaged by another creature and
disappear. The damage type dealt by these weapons changes based on both are within 60 feet of you, you can spend 1 sanity point to deal psy-
your alignment: radiant for good, psychic for neutral, and necrotic for chic damage equal to your delirium damage + half your proficiency bo-
evil. Conjured ranged weapons magically produce their own ammunition. nus to the offender.
Ammunition created by the weapon vanishes the instant after it hits or Complex Component: If an allied creature is reduced to 0 hit points, you
misses a target. can use your reaction to channel your emotions into a sudden surge of
Complex Component: When you hit a creature with a weapon attack, power. Target up to 10 creatures within 60 feet of you. All targeted crea-
you can choose to expend up to 10 sanity points to deal a bonus 1d6 tures take psychic damage equal to your occultist level+ your delirium
damage for every sanity point spent. The damage type is based on the damage and must make a Strength saving throw against your spell save
damage type of your summoned weapon. DC or be knocked prone. In addition, until the end of your next turn, you
Studious Focus have advantage on all attack rolls made against the creature who reduced
your ally to 0 hit points.
Prerequisite: 11th level

If only you had this back in the academy

Simple Component: While you know this rite, you no longer need to
drink, eat or sleep.
Complex Component: Your focus on your studies allows you to quickly
brush up on your knowledge, allowing you to spend 10 minutes to gain
the benefits of a short rest

Tranquility of Mind
It’s always good to keep a good headspace when you know what only you
can know.

Simple Component: While you know this rite, you have advantage on
any Wisdom saving throw, ignoring any disadvantage you have on the
roll.
Complex Component: You can as a bonus action, spend 5 sanity point to
end delirium early with no drawbacks.

22
Chapter 2
Spells
This section will provide more options for the two new classes intro- Spell Lists
duced in this material; the Accursed and Occultist. Despite this, it is still The following spell lists show which spells can be cast by characters of
up to the GM upon whether or not these spells are freely available or if each class. The school of magic of the spell (if it is a new spell listed in
others are not acquirable or while others may be limited to special this material) is noted in parentheses. If a spell can be cast as a ritual,
quests or items. the ritual tag also appears. In the case of the added classes, spells from
other material is listed, to view a description of those spells and ef-
fects, please view the respective material. Spells marked with a * in
the accursed and occultist spell lists are detailed later on.

Accursed Spells 2nd Level 4th Level


Alter Self Arcane Curse * (enchantment)
Cantrips (0 Level) Blindness/Deafness Blight
Darkness Corruption * (enchantment)
Dark Pulse * (evocation) Darkvision Death’s Curse * (enchantment)
Poison Spray Detect Thoughts Dominate Beast
Shocking Grasp Enlarge/Reduce Fire Shield
Thaumaturgy Flame Blade Phantasmal Killer
Toll the Dead Magic Weapon Wall of Fire
True Strike Misty Step
Ray of Enfeeblement
Warding Bond
1st Level 3rd Level

Bane Animate Dead


Bloodlust * (enchantment) Bestow Curse
Detect Evil and Good Blink
Detect Magic Fear
False Life Gaseous Form
Hellish Rebuke Speak with Dead
Inflict Wounds Unholy Strength * (enchantment)
Jump Vampiric Touch
Longstrider
Protection from Evil and Good
Sleep
Thunderwave

23
Occultist Spells 3rd Level Spell Descriptions
Cantrips (0 Level) Spells are listed in alphabetical order
Arcane Fissure *(evocation)
Bestow Curse
Chill Touch
Dancing Lights
Counterspell Arcane Curse
Dispel Magic
Message 4th-level enchantment
Fear
Minor Illusion
Glyph of Warding Casting Time: 1 action
Poison Spray
Hypnotic Pattern Range: 30 feet
Soul Snipe* (evocation)
Magic Circle Components: V S
Thaumaturgy
Major Image Duration: Until dispelled
1st Level Meld into Stone
Phantom Steed You attempt to curse a creature within sight. That
Refractive Assault * (evocation) creature must make a Wisdom saving throw or
Alarm
Remove Curse become cursed. While cursed, if the creature casts
Bane
Tiny Hut a spell or activates a magical item it must make a
Bloodlust * (enchantment)
Tongues Wisdom saving throw, taking 3d6 psychic dam-
Charm Person
Vampiric Touch age and wasting the spell slot or magical item on
Comprehend Languages
Water Breathing failure, or taking half as much damage and not
Deathmark * (necromancy)
Water Walk wasting the spell or magic item on a successful
Detect Magic
one. If its hit points are reduced to 0 by this spell,
Detect Poison and Disease
Find Familiar 4th Level the creature simply falls unconscious.
Hellish Rebuke A Remove Curse spell or Greater Restora-
Banishment
Illusory Script tion spell can remove the curse on an affected
Compulsion
Protection from Evil and Good creature.
Confusion
Silent Image
Conjure Minor Elementals
Spirit Satellite* (evocation)
Unseen Servant
Dimension Door Arcane Fissure
Divination
3rd-level evocation
2nd Level Greater Invisibility
Hallucinatory Terrain Casting Time: 1 action
Augury Range: 60 feet
Blindness/Deafness Components: V, S
Darkness 5th Level Duration: 1 round
Darkvision
Commune You saturate the area around you with magical
Enthrall
Conjure Elemental explosions that burst from one plane to the other,
Hold Person
Contact Other Plane evaporating anything they touch. You choose
Invisibility
Hold Monster three points you can see on the ground within
Mirror Image
Legend Lore range. These points begin to glow and crack with
Misty Step
Mislead extraplanar energies. At the start of your next
See Invisibility
Modify Memory turn, these points detonate, erupting into foun-
Shatter
Planar Binding tains of energy in a set of 10-foot diameter, 40-
Silence
Telepathic Bond foot-high cylinders. Any creature within these
Suggestion
Teleportation Circle cylinders when the eruption occurs takes 24 pure
damage immediately, the damage dealt by a cylin-
der is divided evenly between all creatures in the
column (meaning if two creatures are caught in a
cylinder, they each take 12 pure damage). A crea-
ture can only be affected by one column at a time.

At higher levels. The columns all deal an addition-


al 12 damage for every level above 3rd.

Pure Damage
Some spells and features listed in this material may deal what is
known as pure damage. Pure damage is an irreducible damage type
that ignores most resistances and reductions to damage even if an
effect says “all damage”. Pure damage is still however prevented by
damage thresholds, immunities, total cover and effects that note
pure damage as being reduced or resisted.

24
Bloodlust Curse of Death
1st-level enchantment 4th-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: touch
Components: V S M (a vial of blood) Components: S, M, V (discarded gum wrapper, a crushed button
Duration: Concentration, up to 1 minute worth at least 1cp)
Duration: Until dispelled
You incite a willing creature within range with a thirst for blood. For the
duration of the spell, that creature has advantage on attack rolls against Choose a creature within range and choose an ability score, that
creatures not at full hit points and their speed is increased by 5 feet. creature must make a Wisdom saving throw or be cursed. While
cursed, they automatically fail saving throws that use the chosen
At higher levels. you can target an additional creature for every level cast
ability score. If the creature can make death saving throws, it has
above 1st.
disadvantage on them while cursed.
Corruption
A spell the likes of Remove Curse or Greater Restoration can remove
4th-level enchantment this curse.
Casting time: 10 minutes
Range: Touch Dark Pulse
Components: V S M (a black diamond worth at least 300 gold, which the evocation cantrip
spell consumes)
Duration: Until Dispelled Casting Time: 1 action
Range: self
You infuse a creature, object, or location with malevolent desires and sin. Components: V S
On the casting of the spell, choose a sin from Envy, Gluttony, Greed, Lust, Duration:1 round
Pride, Sloth or Wrath. The target of the corruption will exert that sin
until the spell is dispelled. You unleash a surge of dark energies around you. All creatures with-
in 5 feet of you must make a Dexterity saving throw, taking 1d6
Creature. You attempt to corrupt a creature with this malevolence and necrotic damage on a failure. In addition when this spell deals dam-
choose whether this corruption only affects the targeted creature or that age, the dark energies flow back into you after using this move,
it doesn’t affect the creature but exerts an aura of malevolence instead. If empowering the next weapon attack you make until the end of your
you choose for the corruption to only affect the creature, it must make a next turn with 1d4 necrotic damage. Any weak nonmagical light
Wisdom saving throw. On a failure, the creature is corrupted. An evil sources (such as candles) are also extinguished.
creature is unaffected by the corruption’s effects. While corrupted, the
creature’s alignment is now evil and will exert the chosen sin at least The damage dealt by this spell increases to 2d6 and 2d4 respectively
once a day. at 5th level, and continues to increase by 1d6 and 1d4 at 11th and
17th level.
If you chose to have the spell not affect them but instead stain their soul,
causing them to exert an aura of malevolence instead. The creature must Deathmark
make a charisma saving throw or have the corruption attach itself to 1st-level necromancy
them. From there, a creature that spends at least an hour within 15 feet
Casting Time: 1 bonus action
of the creature must make a Wisdom saving throw, becoming corrupted
Range: 90 feet
on a failure. While corrupted, the creature’s alignment is now evil and
Components: V
will exert the chosen sin at least once a day (often directed towards the
Duration: Concentration, up to 1 hour
stained creature) and grow a fondness to the stained creature, staying
by its side as much as it can. You choose a creature you can within range and mark it’s soul for
termination. Until the spell ends, you deal a bonus amount of necrot-
Object. You corrupt an object with the sin of your choosing, causing it to
ic damage to the creature equal to your spellcasting ability modifier
exert a 10-ft radius aura. Creatures that spend at least an hour within the
whenever you hit it with an attack. Additionally, when you hit the
radius of the object must make wisdom saving throw. On a failure, the
creature with an attack, you can choose to rend its soul, detonating
creature is corrupted. While corrupted, the creature’s alignment is now
the deathmark and dealing a bonus 1d10 necrotic damage but end-
evil and will exert the chosen sin at least once a day and grow a fondness
ing the spell early.
to the corrupted object, often staying close.
At higher levels. The damage dealt by the detonation increases by
Location. You can corrupt a location you are currently in that must be no
1d10, for every spell slot used above 1st.
larger than 100 ft. in diameter. You can fit this corruption into a single
room or the entire location, granted that it can fit within a 100 ft. sphere.
Creatures other than the original caster of the spell, or creatures of evil
alignment that spend at least 10 minutes within the area must make a
wisdom saving throw. On a failure, the creature is corrupted. While cor-
rupted, the creature’s alignment is now evil and will exert the chosen sin
at least once a day and will grow a fondness to the corrupted area, often
attempting to stay in the area if they can come up with a plausible rea-
son.

This corrupting force can only be detected by the likes of Detect good
and Evil spell and can only be dispelled by the likes of a Dispel Good and
Evil spell or Wish spell. If the corruption is dispelled at the source, all
creatures that were corrupted by that source are cleansed of the evil
corrupting them.

25
Focus Beam Spirit Satellite
2nd-level evocation 1st-level evocation

Casting Time: 1 action Casting time: 1 action


Range: Self (30 ft. line) Range: Self
Components: V S Components: V S
Duration: Instantaneous Duration: 1 hour

You unleash a beam of channeled energy out towards your enemies in a You conjure forth three ethereal embers that orbit your body until the
line that is 30 feet long and 15 feet wide. All creatures caught within the spell ends.
line must make a Dexterity saving throw, taking 4d6 force damage on a For the duration of the spell, for every three embers that orbit you, you
failure, and only half as much on a success. This beam of convergent gain a +1 to your AC.
energy is more devastating in its central line. As such, any creature with-
in the central 5-foot-wide line of the beam take an additional 2d6 force You can use a bonus action to send one of the embers to stop orbiting you
damage from the spell, along with having half of the total damage they and go streaking toward one target within 60 feet of you. When you do
take from the spell changed to pure damage. so, make a ranged spell attack. On a hit. the target takes 2d4 + your
spellcasting ability modifier in force damage. Whether you hit or miss,
At higher levels. The beam deals an additional 1d6 force damage for the ember is expended. The spell ends early if you expend the last ember.
every spell slot cast above 2nd. If you have four or more embers remaining, they shed bright light in a 15
Refractive Assault -foot radius and dim light for an additional 15 feet. If you have one to
three embers remaining, they shed dim light in a 15—foot radius.
3rd-level evocation
At higher levels: When you cast this spell using a spell slot of 1st level or
Casting Time: 1 action
higher, the number of embers created increases by one for each slot level
Range: 120 feet
above 1st.
Components: V S M (A shard of glass from a mirror)
Duration: Instantaneous

A column of fractal energy erupts from the ground in a location you


specify. All creatures in a 20-foot-diameter, 40-foot-high cylinder cen-
tered on a point within range must make a Dexterity saving throw. A
creature takes 6d6 force damage on a failed save, or half as much on a
successful one.

After the initial column, another column erupts from a point within 30
feet of the original column. All creatures within this newly formed 10-
foot-diameter, 20-foot-high cylinder must make a Dexterity saving
throw, taking 4d6 force damage on a failed save, or half as much on a
success.

After that blast, one last column erupts from a point within 30 feet of the
previous column. This column is only 5-feet in diameter and 10 feet high.
Creatures caught within this cylinder must make a Dexterity saving
throw, taking 2d6 force damage on a failure, or half as much on a suc-
cess.

A creature only takes damage from one column and no two columns can
intersect with each other. If it is not possible for a column to appear, the
column will not appear and the spell ends with the last legible column.

At Higher Levels: the damage of each column increases by 1d6 for every
level cast above 3rd.

Soul Snipe
evocation cantrip

Casting time: 1 action


Range: 120 feet
Components: V S
Duration: Instantaneous

You unleash a precise beam of spiritual energy towards a target you can
see in range. Make a ranged spell attack. On a hit, the target takes 1d8
damage. The type of damage dealt is based on your alignment: dealing
radiant damage if you are good, force damage if you are neutral, and
necrotic damage if you are evil. This spell attack ignores half and three-
quarters cover.

This damage increases to 2d8 at 5th level, 3d8 at 11th level, and then to
4d8 at 17th level.

26
OPEN GAME LICENSE Version1.0a 7. Use of Product Identity: You agree not to Use any Product Identity,
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Open Game Content that you Use. No terms may be added to or subtract- Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
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System Reference Document 5.1 Copyright 2016, Wizards of the Coast,
terms or conditions may be applied to any Open Game Content distribut-
Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
ed using this License.
Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
3. Offer and Acceptance: By Using the Open Game Content You indicate Chris Sims, and Steve Townshend, based on original material by E. Gary
Your acceptance of the terms of this License. Gygax and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing to use this Li- Tome of the Far Traveler © Copyright 2020 Bartstib Flisague; Author:
cense, the Contributors grant You a perpetual, worldwide, royalty-free, Bartstib Flisague.
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Accursed and Occultist © Copyright 2020 bartstib Flisague; Author: Bart-
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stib Flisague.
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27

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