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View Full Version : The Occultist: Pathfinder to 5e Conversion



LichPlease
2018-09-01, 04:31 PM
This is my conversion of the Occultist class from Pathfinder to 5e. This is still a work in progress but its mostly complete. I’m looking for CONSTRUCTIVE criticism and suggestions. I don't need to know that you don't like it. I'm just checking if anyone thinks anything is unbalanced or mechanically broken (breaks game rules to an excessive degree/infinite combos/contradictions/etc.) or if anyone has suggestions for better or clearer wording.

Id say this is mostly identical to the original other than obvious mechanical translations but I have added a few new effects or improved on some weak points. Also, the spell list is as close as I could get to the original but I had to add some spells because the spell list is severely lacking before modifications. Aura Sight, Magic Circles and Outside Contact belong to their own archetype now.

Enjoy.




Level
Proficiency Bonus
Features
Implements
Focus Powers
Mental Focus Points


Spell Slots per Spell Level










1st
2nd
3rd
4th
5th


1st
+2
Focus Powers, Implements, Occult Archetype
2
1
4
-
-
-
-
-


2nd
+2
Object Reading, Spellcasting
2
1
6
2
-
-
-
-


3rd
+2
Shift Focus
2
2
8
3
-
-
-
-


4th
+2
Ability Score Increase
2
2
10
3
-
-
-
-


5th
+3
Extra Attack
3
3
11
4
2
-
-
-


6th
+3
Magic Item Skill
3
3
12
4
2
-
-
-


7th
+3
Occult Archetype feature
3
4
13
4
3
-
-
-


8th
+3
Ability Score Increase
3
4
14
4
3
-
-
-


9th
+4

3
5
15
4
3
2
-
-


10th
+4

4
5
15
4
3
2
-
-


11th
+4

4
6
16
4
3
3
-
-


12th
+4
Ability Score Increase
4
6
16
4
3
3
-
-


13th
+5

4
7
17
4
3
3
1
-


14th
+5
Occult Archetype feature
4
7
17
4
3
3
1
-


15th
+5

5
8
18
4
3
3
2
-


16th
+5
Ability Score Increase
5
8
18
4
3
3
2
-


17th
+6

5
9
19
4
3
3
3
1


18th
+6

5
9
19
4
3
3
3
1


19th
+6
Ability Score Increase
5
10
20
4
3
3
3
2


20th
+6
Implement Mastery
5
10
20
4
3
3
3
2



Occultist

Hit Points

Hit Dice: 1d8 per occultist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per occultist level after 1st.

Proficiencies:

Armor: Light Armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Perception, Persuasion, Religion and Slight of Hand

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a scholar's pack or (b) a dungeoneer's pack
- Two implements belonging to your first two implement schools worth no more than 25 gp each

Occult Archetype - At 1st level, you choose an archetype that you strive to emulate in your occult practices. Choose Binder, Neccrocultist, Battle Host or Silksworn all detailed at the end of the class description. The archetype you choose grants you features at 1st level and again at 7th and 14th level.
Occult Spells - Each occult archetype has a list of associated spells. You gain access to these spells at the levels specified in the occult archetype description. Once you gain access to an occult spell, it is considered one of your known spells for a particular implement of the same school of magic but does not count against the number of spells the implement can contain.
If you gain an occult spell that doesn't appear on the occultist spell list, the spell is nonetheless an occultist spell for you.

Implements – At 1st level, an occultist knows how to use two implement schools. These first two implements are determined by your Occult Archetype choice. At 5th, 10th and 15th level, the occultist learns to use one additional implement school of his choice. Each implement school adds one spell per available spell level of that school of magic to the occultist’s list of known spells. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. An occultist can select an implement school more than once in order to learn additional spells from the associated school.

Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t require attunement even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.

Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed DC 20 Intelligence check to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum spell level for the spell in question.

Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist. In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

Focus Powers – At 1st level, an occultist learns the base focus power and resonant power from both of his two implement schools and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school and its resonant power. The occultist learns new focus powers as he levels as shown on the Focus Powers column on the Occultist table. selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus. Unless otherwise noted, the DC for any saving throw against a focus power is equal to his spell save DC. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them. If a focus power acts as particular spell, you treat it as that spell at its lowest level and it requires concentration if the original spell would as well. Using a focus power counts as casting a cantrip.
Additionally, when you gain a level in this class you can choose one focus power you know and replace it with another focus power that you could choose at that level.

Mental Focus – An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus based on the Mental Focus Points column of the Occultist table; these points refresh at the end of a long rest. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.

Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.

The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.

The occultist refreshes his mental focus at the end of a long rest. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.

The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

SPELLCASTING At 2nd-level, you learn to focus on the psychic resonance in the world to a greater extent to cast spells and you rely on your implements to channel your spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this guide for the occultist spell list.

SPELL SLOTS The Occultist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

IMPLEMENT SPELLS OF 1ST LEVEL AND HIGHER At 2nd level, you learn one spell from each implement school for each spell level you can cast. These spells must be from the occultist spell list. You gain additional spells known when you gain access to higher level spell slots and additional implements. For instance, at 5th level, if you have an implement belonging to the necromancy and transmutation schools of magic, you could know the Inflict Wounds, Ray of Enfeeblement, Create or Destroy Water and Enlarge/Reduce spells.
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, which also must be of the same spell level and implement school that the previous spell was.

SPELLCASTING ABILITY Intelligence is your spellcasting ability for your occulist spells, since you manifest your spells through intense mental focus. 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 with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

RITUAL CASTING You can cast an occultist spell as a ritual if that spell has the ritual tag and you know the spell.

SPELLCASTING FOCUS You must use an implement as an arcane focus to cast your occultist spells. The implement must belong to the same school as the spell cast. You do not need to hold the implement but it must be openly displayed on your person.

Object Reading - At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1-minute handling the item and expends 1 mental focus. If the item is a magic item, the occultist learns its properties and command word as if he had successfully identified the object using the Identify spell. This ability does not reveal whether the item is cursed. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the DM). Finally, if the item was last used no longer than 1 week ago, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The DM determines what information is gained in this way.

Extra Attack - At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magic Item Skill – At 6th level, the occultist's experience with implements has granted him mastery over all sorts of magical items. The occultist gains the ability to ignore all class and race restrictions to attune to magic items and can attune to a magic item after 1 minute.

Shift Focus – At 7th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number -1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.

Implement Mastery - At 20th level, an occultist learns to master one of his implements. He selects one implement school. Whenever he uses a focus power from an implement of that school, targets have disadvantage on saving throws to resist any of the effects of that schools focus powers and the duration for effects are doubled. In addition, after each short or long rest, the occultist gains 5 extra points of mental focus, but these points must always be immediately invested in implements of the mastered school. He can’t save these points or expend them for any ability other than the focus powers of those implements. All extra points of mental focus granted by Implement Mastery by a previous short rest or long rest are lost on a subsequent short or long rest. Each of the occultist’s implements of the mastered school also cannot be destroyed or affected by any magic if the occultist chooses.

LichPlease
2018-09-01, 04:32 PM
Abjuration
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.

Resonant Power: Each time the occultist invests mental focus into an abjuration implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Warding Talisman: The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus equal to half your proficiency bonus.

Base Focus Power: All occultists who learn to use abjuration implements gain the following focus power.

Mind Barrier: You can use your reaction to expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use abjuration implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Aegis: As an action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an AC bonus. The bonus is equal to half your intelligence modifier rounded down. The bonuses gained from this ability stack with those of a magical armor or shield, to a maximum total enhancement bonus of +3.

At 15th level, if the total bonus of the affected armor or shield would exceed +3, the bearer of the armor or shield is immune to bludgeoning, piercing and slashing damage from non-magical weapons while it is equipped. This bonus last for 1 minute.

Energy Shield: You can use your reaction to expend 2 points of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you would take your choice of either acid, cold, fire, or lightning damage, the shield absorbs the damage of the chosen type equal to three times your occultist level. You receive any damage exceeding the absorbed amount of damage as normal. The energy shield lasts until the start of your next turn or until exhausted.You must be at least 3rd level to select this focus power.

Globe of Negation: As an action, you can expend 3 points of mental focus to create a stationary globe of negation. This globe functions as Globe of Invulnerability. It has no effect on spells originating within the globe—only on those that enter its area as or after they are cast. The globe lasts for 1 minute. You must be at least 11th level to select this focus power.

Loci Sentry: As an action, you can expend 1 point of mental focus to set a ward about an area. This area has a maximum radius of 60 feet. Whenever a creature enters the area, a sentry manifested by your psyche appears and strikes out at the intruder. The affected creature must succeed at a Wisdom save or be stunned 1 round. You are immediately aware of the sentry’s activation. The sentry lasts for up to 8 hours until triggered. When you set the sentry, you can set any number of specific creatures to be immune to the sentry and thus avoid triggering it.

At 15th level, you immediately know the exact location of the creature that triggered the sentry’s activation and any magic affecting that creature is dispelled (its equipment is unaffected).

Planar Ward: As an action, you can expend 1 points of mental focus to surround yourself with a planar ward. Creatures not native to the plane that you are currently on have disadvantage on attacks against you, and you have advantage on saving throws against all spells and abilities of such creatures. This ward lasts for 1 minute.

At 15th level, while Planar Ward is active, if a creature not native to the plane that you are currently on hits you with an attack, you can expend 2 mental focus as a reaction to attempt to banish it as the spell Banishment. Whether or not this creature makes its saving throw against this effect, it is immune to it for 24 hours.

Unraveling: As an action, you can expend 1 points of mental focus to unravel a magical effect. This functions as Dispel Magic, but you must be adjacent to the affected object, person or magical effect to unravel it. If the effect targets an object in your possession, you automatically dispel whatever magic you choose that was affecting it. Alternatively, you may instead choose to expend 3 points of mental focus as a reaction to have this ability function as Counterspell. You must be at least 5th level to select this focus power.
Conjuration
Implements: Bowl, brazier, compass, figurine, lantern, mirror.

Resonant Power: Each time the occultist invests mental focus into an conjuration implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Casting Focus: The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that requires concentration. If he does so, he doubles the duration of the spell and the bearer gains a bonus to Constitution saving throws to maintain concentration. This bonus is equal to the number of points of mental focus invested in the implement to a maximum equal to your proficiency bonus. This effect does not apply to focus powers.

Base Focus Power: All occultists who learn to use conjuration implements gain the following focus power.

Servitor: As an action, you can summon a servitor. This servitor comes in the form of a single aberration, beast, celestial, elemental, fey or fiend of your choice (subject to DM’s discretion) and its challenge rating can be no higher than half your level rounded down. Using this ability costs a number of mental focus points equal to half the challenge rating of the creature summoned rounded up (minimum of 1). No action is required to issue the servitor commands and it rolls its own initiative. The DM may rule that a particular servitor may attempt to resist your attempts to control it and it may make a Charisma saving throw against your spell save DC. If it succeeds, it can act on its own free will while summoned. You can’t have more than one servitor summoned at a time. As a bonus action, you can expend 1 point of mental focus to extend the duration of an active servitor by 1 minute.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use conjuration implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Conjure Implement: You can expend 1 point of mental focus as a bonus action to conjure any item that qualifies as an implement that you know how to use. If this implement is not one with your mental focus already invested in it, it can be used to cast your occultist spells, even though you did not select it at the beginning of the day but it can’t be used to store mental focus or create any effects that require mental focus and it only remains summoned for 10 minutes. If you have more than one implement for the same school, decide which set of spells the conjured implement will grant when you first conjure it.

At 15th level, you may expend 2 points of mental focus to use this ability to instantly teleport to any one of your implements that is not on your person or you may choose to teleport any creature currently possessing one of your implements to any non-occupied space adjacent to you.

Flesh Mend: As an action, you can expend 1 points of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to a number of d8s equal to your intelligence modifier. This has no effect on undead creatures. You must be at least 3rd level to select this focus power.

Mind Steed: As an action, you can expend 1 point of mental focus to conjure a spectral mount. This mount can be either Medium or Large, but it otherwise functions as Find Steed.

At 15th level, you may expend 2 mental focus to have this ability function as Find Greater Steed. The mount lasts for 1 hour.

Psychic Fog: As an action, you can expend 1 point of mental focus to create a cloud of fog. This fog lasts for 1 minute. It functions as Fog Cloud, except it can’t be dispersed by wind. Alternatively, you can expend 2 points of mental focus to have this ability function as Darkness and you can see in this magical darkness for the duration. You must be at least 3rd level to select this focus power.

Purge Corruption: As an action, you can expend 1 point of mental focus to draw out the corruption from a creature. You must touch the target with your implement to use this power. This ability functions as Lesser Restoration. Each use of this ability can cure only one poison or one disease. You must be at least 5th level to select this focus power.

Side Step: You can create a temporary fissure in space by expending 2 points of mental focus. You can use this ability as an action. This ability functions as Dimension Door. You must be at least 7th level to select this focus power.
Divination
Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.

Resonant Power: Each time the occultist invests mental focus into a divination implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Third Eye: The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to your proficiency bonus. If the occultist is 5th level or higher and stores at least 3 points of mental focus in it, the implement also grants Darkvision up to 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 9th level or higher and stores at least 5 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 7 points of mental focus in it, the implement also grants blindsight up to 60 feet. If the occultist is 17th level or higher and stores at least 9 points of mental focus in it, the implement also grants truesight up to 30 feet.

Base Focus Power All occultists who learn to use divination implements gain the following focus power.

Sudden Insight: As part of making an attack or ability check, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge to gain advantage on that roll. You can use this ability after rolling but before any effects of the roll occur.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use divination implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Danger Sight: As a reaction, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw against that special ability, spell or trap equal to your intelligence modifier. You can use this ability after the roll is made but before any effects of the roll occur. You must be at least 3rd level to select this focus power.

Future Gaze: As an action, you can gain an insight into the future by expending 1 point of mental focus. This functions as augury.

At 15th level, you may expend 2 mental focus to use this ability as a bonus action.

Mind Eye: As an action, you can expend 3 points of mental focus to create a mind eye—a magical sensor through which you can see and hear. The mind eye is invisible, its size is tiny and has an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet and can travel up to 1 mile away from you. You must spend an action to concentrate and direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 10 minutes. You must be at least 7th level to select this focus power.

Object Seer: As an action, you can expend 1 point of mental focus to gain insight into an object in your possession. You can ask one question, but that question must be tied in some way to the object, such as the nature of its power, the identity of the creature that last possessed it, or even where the object was when a certain event took place. You always receive an answer from the psychic impressions imprinted upon the item, but they are often cryptic or misleading. This ability otherwise functions as Commune. You must be at least 7th level to select this focus power.

Powerful Connection: When casting a divination spell that requires the target to make a saving throw, you can impose disadvantage to the saving throw by adding an object, garment, or body part that belonged to the target as a focus component for the spell and expending 1 point of mental focus.

At 15th level, you may expend 2 mental focus to impose this disadvantage on a saving throw for any spell you cast that targets a single creature. You must still add an object, garment, or body part belonging to the target as a focus component.

Watchful Eye: You can expend 1 point of mental focus as a standard action to create an invisible sensor within 30 feet that watches a 5-foot-square area. Whenever any creature enters that square, you receive a mental image of the creature as long as you are on the same plane as the sensor. The sensor remains active for 8 hours. The image will not wake you from slumber, although you do receive all of the images the sensor collected once you wake up. The sensor can be deceived by invisibility and similar magic. You can expend additional points of mental focus when creating the eye to increase the size of the square by 5 feet per additional point spent (to 10 feet square, 15 feet square, and so on).

At 15th level, the initial area becomes a 20-foot-square and expending additional mental focus increases the size of the square by increments of 20 feet.
Enchantment
Implements: Censer, crown, helm, musical instrument, necklace.

Resonant Power: Each time the occultist invests mental focus into an enchantment implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Glorious Presence: The implement invokes the presence of those who have worn it in the past. The implement’s wearer gains a +1 bonus on all Charisma-based ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus equal to your proficiency bonus.

Base Focus Power: All occultists who learn to use enchantment implements gain the following focus power.

Cloud Mind: As an action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe must make a Charisma saving throw. If it fails it is stunned for 1 round. If the targets challenge rating is greater than your occultist level, it has advantage on its saving throw. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use enchantment implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Binding Pattern: As an action, you can expend 2 points of mental focus to create a binding pattern of psychic energy that causes a living creature to become paralyzed. The target must be within 30 feet of you, and it can attempt a Wisdom saving throw to negate the effect. If it fails the save, it is paralyzed for 1 minute. At the end of each of its turns, it can attempt another Wisdom save to end the effect. You must be at least 7th level to select this focus power.

Forced Alliance: As an action, you can alter a living creature’s mind, causing it to see you as a friend and ally. If the creature is the same creature type as you, this power requires you to expend 1 point of mental focus; if it’s is not, you must expend 3 points instead. The creature can attempt a Wisdom saving throw to negate this effect. If it fails the saving throw, the creature is charmed. You can spend an additional point of mental focus to call on the creature to aid you directly, but while doing so the creature can attempt a new Wisdom saving throw at the end of each of its turns to end the effect. This effect otherwise lasts 1 minute. You must be at least 5th level to select this focus power.

Inspired Assault: As an action, you can inspire another living creature with a touch by expending 1 point of mental focus. The creature receives advantage on attack rolls and saving throws against effects that cause the frightened condition. Only one creature can be affected by this ability at once.

At 15th level, you may have more than one creature affected by this ability but it still costs 1 action and 1 mental focus per affected creature. This bonus lasts for 1 minute.

Mental Discord: As an action, you can expend 2 points of mental focus to disrupt the mind of one living creature within 30 feet. The creature can attempt an Intelligence saving throw to negate the effect. If it fails the save, the creature must succeed at an Intelligence saving throw at the beginning of each of its turn to maintain concentration on a spell. This effect lasts for 1 minute.

At 15th level, the creature must also succeed at an Intelligence saving throw to cast any spell. If it fails, its action is wasted but it retains its spell slot.

Mind Slumber: By expending 1 point of mental focus as an action, you can lull a living creature into a deep mental slumber, forcing it to view the world as a dream. The target must be within 30 feet of you, and it can attempt a Wisdom saving throw to negate the effect. If it fails the save, the creature falls asleep and is incapacitated, although it still perceives the world around it as a dream. This doesn’t cause the creature to fall prone, but it does drop whatever it is holding. The creature remains asleep for 1 minute or until it takes any amount of damage, which immediately wakes it. At the end of each of its turns, it receives another Wisdom saving throw to end the effect. The creature can be manipulated or examined without waking it, but it can’t be moved from its square without waking it. Regardless of whether it succeeds at the save, the target is then immune to this effect for 24 hours. You must be at least 3rd level to select this focus power.

Obey: As a standard action, you can issue a command to one living creature by expending 1 point of mental focus. This functions as Command. The target must be within 30 feet and capable of understanding your order. The target can attempt a Wisdom saving to negate this effect. If the creature is the same creature type as you, it has disadvantage on this saving throw.

At 15th level, you can expend 2 mental focus to have this ability function as Suggestion instead.
Evocation
Implements: Gloves, rod, staff, wand.

Resonant Power: Each time the occultist invests mental focus into an evocation implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Intense Focus: The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or evocation focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum equal to your proficiency bonus.

Base Focus Power: All occultists who learn to use evocation implements gain the following focus power.

Energy Ray: As an action, you can expend 1 point of mental focus to unleash a ray of pure energy that requires a ranged spell attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to a number of d6s equal to your proficiency bonus. When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, fire or lightning).

Focus Powers: In addition to gaining the base focus power, occultists who learn to use evocation implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Energy Blast: As an action, you can expend 2 points of mental focus to unleash a blast of energy. This blast has a range of 100 feet and deals an amount of energy damage equal to 2d6 + an additional number of d6s equal to your intelligence modifier. The blast deals damage to each creature in a 20-foot-radius burst, but each affected creature can attempt a Dexterity saving throw to halve the damage. When you unleash an energy blast, you must decide what type of damage it deals (acid, cold, fire or lightning). You must be at least 5th level to select this focus power.

Energy Ward: As an action, you can expend 2 points of mental focus to surround yourself in a swirling ward of energy. When you activate this power, you must select acid, cold, fire or lightning. You gain resistance against that energy type, and whenever a creature hits you with a melee attack, that creature takes 2d6 points of energy damage of the chosen type. Attacks made with melee weapons with reach don’t cause the attacker to take this damage. The energy ward lasts for 1 minute. You must be at least 7th level to select this focus power.

Light Matrix: As an action, you can expend 1 point of mental focus to create a glowing orb of swirling lights that obeys your commands. This orb illuminates the area like the Light spell. The orb can be commanded to hover over your shoulder, moving with you. As a bonus action, you can direct it to move up to 30 feet away from you. If the light matrix is ever more than 30 feet away from you, it returns to hover over your shoulder. You can direct the light matrix to make a melee touch attack against one foe within 30 feet. If the attack hits, the target must succeed at a Constitution saving throw or be blinded for 1 minute by a flash of light. The target can then repeat this saving throw at the end of each of its turns to end the effect. If the attack hits, regardless of whether the target succeeds at the saving, the light matrix immediately ends. The light matrix otherwise has a duration of 8 hours. You can’t have more than one light matrix in existence at one time. If you exceed the maximum of one, any previous light matrices immediately end.

At 15th level, you may now have a maximum of up to three light matrices in existence at a time and you may expend 2 mental focus to create three at once.

Radiance: As an action, you can touch a weapon to cause it to glow with light by expending 1 point of mental focus. The weapon produces light like a torch. For the purpose of darkness spells and abilities, this effect functions as the Light spell. This light lasts for 10 minutes. In addition, whenever the weapon scores a critical hit against a foe, the wielder can choose to end the effect, causing the foe to be surrounded by the radiance 1 minute. While illuminated in this way, the target can’t benefit from concealment or invisibility, nor can it attempt Stealth checks to avoid being seen. All attack rolls made against an illuminated foe have advantage.

At 15th level, you can instead expend 2 mental focus to have a weapon affected by this ability also change its weapon damage type to radiant and deals an additional 2d6 radiant damage.

Shape Mastery: As part of casting an evocation spell or focus power with an area of effect, you can expend a number of points of mental focus up to your Intelligence modifier to exclude an equal number of creatures from the affected area.

At 15th level, you can control an evocation spell or focus power that requires a spell attack roll against a single target to jump from one target to another. On each successful attack roll, you may expend 1 mental focus to target another creature up to 15 feet away from the previous target. You cannot target a creature more than once with the modified spell or focus power. You may chain this spell in this way until you miss a target or can no longer expend mental focus.

Wall of Power: By expending 2 points of mental focus as an action, you can create a wall of pure energy with a length of up to 60 feet. This wall is 10 feet high and 1 foot thick. It doesn’t block passage, line of sight, or line of effect, but does deal damage to anyone passing through it. The wall deals 2d6 points of energy damage + 10. You must select acid, cold, fire or lightning when you create the wall to determine the type of damage it deals. The wall must be straight and can’t pass through a creature’s space when created. The wall lasts for 1 minute. You must be at least 9th level to select this focus power.
Illusion
Implements: Crystal, hat, mask, prism, ring.

Resonant Power: Each time the occultist invests mental focus into an illusion implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Distortion: The implement allows its bearer to distort his form and location, protecting him from harm. As an action, the bearer gains a chance for every successful attack roll on them to miss until the next time the bearer makes an attack. This chance is equal to 5% for every 1 points of mental focus invested in the implement to a maximum number of 5% increments equal to your proficiency bonus. If this miss chance would exceed 25%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, truesight or similar abilities ignore the miss chance from this ability.

Base Focus Power: All occultists who learn to use illusion implements gain the following focus power.

Minor Figment: As an action, you can expend 1 point of mental focus to create a minor figment. This functions as Minor Illusion. You may choose to create both a sound and an image with a single use of the ability and you can change the nature of the illusion once per use of this ability. The effect lasts for 10 minutes.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use illusion implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Cloak Image: As an action, you can expend 1 point of mental focus to hide your appearance behind an illusion, as Disguise Self. The effect lasts for 10 minutes. You can expend 1 additional point of mental focus to target a willing creature other than yourself with this ability.

At 15th level, you may expend 2 mental focus to have this ability instead function as Seeming.

Color Beam: As an action, you can expend 1 point of mental focus to unleash a beam of cascading colors at any one target within 30 feet. You must make a ranged spell attack. If the beam hits, the target is blinded for 1 minute if it has a challenge rating equal to or lower than your occultist level. It may make a Constitution saving throw at the end of each of its turns to end the effect. A target with a challenge rating greater than your occultist level is instead only blinded for 1 round. Regardless of whether it succeeds at its save, the target is then immune to this effect for 1 day.

At 15th level, targets with a challenge rating lower than or equal to your occultist level no longer gain immunity to this affect after being targeted. Creatures with a challenge rating greater than your occultist level are blinded for the duration and it may make a Constitution saving throw at the end of each of its turns to end the effect.

Masquerade: As an action, you can expend 2 points of mental focus to take on the appearance of another creature that you touch. If the creature is not friendly to you, this requires a melee spell attack, but the target doesn’t receive a saving throw to negate the effect. You gain a +10 bonus on Deception checks, but only to look like the creature touched. This bonus doesn’t stack with the bonuses from polymorph spells or spells like Disguise Self. While using this ability, you can change your disguise as an action by touching a different creature and assuming its appearance. You can end this effect at any time. This effect lasts for 1 hour but you can renew the duration at any time by expending 1 additional point of mental focus. You must be at least 7th level to select this focus power.

Mirage: As an action, you can expend 2 points of mental focus to cloak an area in illusion, allowing you to change the area’s appearance. You can affect up to one 100-foot cube area, changing the appearance in a way that seems natural to the surroundings, subject to DM discretion. You could, for example, hide a door or passageway, make a table appear to be covered in food, or even create the illusion of a pit. You can’t make creatures or objects invisible with this power, but you can change the appearance of an object or create an illusion for creatures to hide behind. This otherwise functions as Major Image, and creatures that physically interact with the illusion in any way can attempt an Intelligence saving throw to see through the mirage. This ability lasts indefinitely until you loose concentration or choose to end the effect.You must be at least 5th level to select this focus power.

Shadow Beast: As an action, you can call forth an illusion in the form of a Shadow by expending 2 points of mental focus (The DM has game statistics for this creature). The Shadow counts as an elemental instead of undead, adds your proficiency bonus to its attack and damage rolls and has an additional number of hit points equal to your occultist level. You must use a bonus action to issue the shadow commands and tt takes its turn immediately after yours. The Shadow created with this spell deals half damage to those that succeed on an Intelligence saving throw to disbelieve the illusion, and their nondamaging effects have only a 50% chance of affecting disbelieving targets. The Shadow remains for 1 minute. You must be at least 9th level to select this focus power.

Unseen: As an action, you can expend 1 points of mental focus to become invisible, as Invisibility. This effect lasts for 10 minutes. You can expend 2 points of mental focus instead of 1 to use this power on a willing adjacent creature instead of yourself. You can still see creatures you make invisible with this power. If the invisible creature makes an attack or otherwise takes an action that would cause the invisibility to end, you can immediately expend 1 additional point of mental focus to allow the creature to remain invisible if the creature is within 30 feet of you. You must be at least 3rd level to select this focus power.
Necromancy
Implements: Bone, coin, doll, drum, robe, skull.

Resonant Power: Each time the occultist invests mental focus into an necromancy implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Necromantic Focus: The implement grants its possessor greater power over the undead. When the bearer would cast a spell that would create undead, they can increase the number of undead created by 1 for every 2 points invested in this implement to a maximum equal to half your proficiency modifier. If the bearer would cast a spell to reassert control over undead, they can increase the amount of undead they can affect with one casting by 1 for each 2 points invested in the implement to a maximum equal to your proficiency bonus. Additionally, if at least 10 points of mental focus have been invested in the implement, undead have disadvantage on saving throws against spells cast by the bearer of the implement.

Base Focus Power: All occultists who learn to use necromancy implements gain the following focus power.

Mind Fear: As an action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you, and it can attempt a Wisdom saving throw to negate the effect. If the target fails the save it is frightened of you for 1 minute. It can repeat this saving throw at the end of each of its turns.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use necromancy implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Flesh Rot: As an action, you can expend 1 points of mental focus to make a melee spell attack and cause the flesh of a living creature to rot and wither. If the attack hits, the target takes necrotic damage equal to a number of d8s equal to your intelligence modifier. You must be at least 3rd level to select this focus power.

Necromantic Servant: As an action, you can expend 1 points of mental focus to raise a single skeleton or zombie from the ground to serve you for 1 hour or until it is destroyed, whichever comes. This servant has a number of hit points equal to 1/2 your maximum hit point total rounded down. It also uses your proficiency bonus for its attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. You must use a bonus action to issue the servant commands and it takes its turn immediately after yours. Whenever the necromantic servant would be destroyed, if you are within 100 feet of the servant, you can expend 1 point of mental focus as a reaction to cause the servant to return to full hit points. You can have a maximum number of servants in existence equal to half your proficiency bonus.

At 15th level, you can expend 2 points of mental focus instead to raise a ghoul, 3 points for a ghast, 4 for a wight or 5 for a mummy. (the DM has game statistics for these creatures).

Pain Wave: As an action, you can expend 2 points of mental focus to unleash a wave of pain. This wave hits all creatures other than you in a 20-foot-radius burst centered on a point that you designate within 100 feet. All living creatures in this area must make a constitution saving throw. On a failure, the creature is wracked with pain, gaining the poisoned condition for 1 minute. Affected creatures can attempt a Constitution saving throw at the end of each their turns to end the effect. You must be at least 7th level to select this focus power.

Psychic Curse: As an action, you can expend 1 points of mental focus to curse a living creature within 30 feet with your psychic magic. You can choose one of the following effects:
Memory Lapse - The target loses its memory of the past 8 hours.
Mental Block - You proscribe one specific action, such as attacking with a type of weapon, casting a specific spell, or something else suitably specific (subject to the DM’s discretion). The target can’t take that action without first succeeding at a Wisdom saving throw. If it fails, it can take other actions instead.
Pain Confusion - The creature suffers from the effects of the Confusion spell for 1 minute whenever it is damaged by a critical hit. The target can attempt a Wisdom saving throw at the end of each of its turns to negate this effect. You do not need to maintain concentration for the creature to remain confused.
A creature can’t be under the effects of more than one psychic curse at a time. You must be at least 5th level to select this focus power.

Soulbound Puppet: As an action, you can expend 1 points of mental focus to create a soulbound puppet from a bone, doll, or skull. If you use a bone or a skull, your power builds a Tiny or Small flesh puppet around it that vaguely resembles the original creature from which the bones were taken. If the implement is a doll, the doll comes to life. Treat this as a familiar summoned by the Find Familiar]/I] spell. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard. You can instead use a humanoid bone, doll, or skull, to give the puppet the base statistics of a homunculus (the DM has game statistics for this creature). No matter the form, this creature counts as a construct with an alignment matching your own. You can have no more than one soulbound puppet active at any given time. The soulbound puppet remains animated for 1 hour.

At 15th level, you can expend 4 points of mental focus to transfer your soul into the familiar and treat it as a container as if you cast [I]Magic Jar except you are in control of the familiar’s body and can only take actions normally available to the familiar plus any of its attack actions. In order to possess another creature, you must succeed on melee attack as the familiar and the targeted creature must then succeed a Charisma saving throw to avoid being possessed. All other rules of Magic Jar apply to this affect.

Spirit Shroud: As an action, you can expend 1 points of mental focus to surround yourself with a shroud of spirit energy. You gain a number of temporary hit points equal to 1d6 + your occultist level. This shroud lasts for 1 hour or until the temporary hit points are expended, whichever comes first. You also gain advantage on all saving throws against effects that would kill you instantly without dealing damage, fear effects, and any spells or effects that would reduce your hit point maximum. You must be at least 3rd level to select this focus power.
Transmutation
Implements: Belt, boots, sandals, vest, weapon.

Resonant Power: Each time the occultist invests mental focus into a transmutation implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Physical Enhancement: The implement enhances its bearer’s body. When you invest mental focus in the implement, select either Strength, Dexterity or Constitution. The implement grants a +1 bonus to that ability score for every 2 points of mental focus invested in the implement to a maximum bonus equal to your proficiency bonus. This bonus can exceed the usual 20 point maximum for ability scores.

Base Focus Power: All occultists who learn to use transmutation implements gain the following focus power.

Legacy Weapon: As an action, you can expend 1 point of mental focus and touch a weapon to grant it a bonus to attack and damage rolls. The bonus is equal to half your proficiency bonus rounded down. The bonus gained by this ability stacks with those of the weapon, to a maximum of +3. If this bonus would exceed +3, the bearer of the implement can score critical hits on a roll of the number below the lowest roll they could already score a critical hit with (if they could score a critical hit on a 19, they could now score a critical hit on an 18.) This bonus lasts for 1 minute.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use transmutation implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Mind Over Gravity: As an action, you can expend 2 points of mental focus to give yourself a fly speed of 60 feet. This effect lasts for 1 minute. You must be at least 7th level to select this focus power.

Philosopher's Touch: As an action, you can expend 1 point of mental focus and touch any number of weapons, making them count as magical for the purpose of overcoming resistances and immunities to non-magical weapons.

At 15th level, you can forgo this effect to instead expend 3 points of mental focus to have the weapons deal their damage as your choice of either acid, cold, fire or lightning and deal an additional 1d6 damage of the same type. In either case, these effects last for 1 minute.

Quickness: As an action, you can expend 3 points of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as Haste. This effect lasts for 1 minute. You must be at least 5th level to select this focus power.

Size Alteration: As an action, you can expend 1 point of mental focus and touch a creature to alter its size. You can increase or decrease the creature’s size as Enlarge/Reduce. If the creature is hostile toward you, using this ability requires a successful melee spell attack, and the creature can attempt a Constitution save to negate the effect. You can’t use this ability on a creature that is already subject to an effect that alters its size such as Polymorph. This effect lasts for 1 minute.

At 15th level, you can expend 2 mental focus to instead increase or decrease its size by two categories. This otherwise still functions as Enlarge/Reduce except an enlarged creature’s damage is now increased by 1d8, its strength score increases by 4 and it has disadvantage on Dexterity checks and Dexterity saving throws. A reduced creature’s damage is now reduced by 1d8 and its dexterity score is increased by 4. A reduced creature also gains advantage on Dexterity checks and Dexterity saving throws. Theses bonuses can have ability scores exceed 20.

Sudden Speed: As a bonus action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your walking speed by 30 feet for 1 minute. This ability does not stack with itself.

At 15th level, you can use this focus power to instead gain a climbing and swimming speed of 30 feet and difficult terrain costs you no extra movement.

Telekinetic Mastery: As an action, you can expend 3 points of mental focus to grant yourself telekinetic power. This functions as Telekinesis. This effect lasts for 1 minute. You must be at least 9th level to select this focus power.




Abjuration: Absorb Elements, Alarm, Armor of Agathys, Mage Armor, Protection from Evil and Good, Shield
Conjuration: Arms of Hadar, Find Familiar, Fog Cloud, Grease, Ice Knife, Tenser’s Floating Disk, Unseen Servant
Divination: Comprehend Languages, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Identify
Enchantment: Bane, Charm Person, Command, Compelled Duel, Dissonant Whispers, Heroism, Hex, Sleep, Tasha's Hideous Laughter
Evocation: Burning Hands, Chromatic Orb, Cure Wounds, Faerie Fire, Hellish Rebuke, Thunderwave
Illusion: Color Spray, Disguise Self, Illusory Script, Silent Image
Necromancy: Cause Fear, False Life, Inflict Wounds
Transmutation: Create or Destroy Water, Expeditious Retreat, Feather Fall, Jump, Longstrider, Purify Food and Water, Zephyr Strike

Abjuration: Arcane Lock, Lesser Restoration, Pass without Trace, Warding Bond
Conjuration: Cloud of Daggers, Find Steed, Flaming Sphere, Healing Spirit, Misty Step, Web
Divination: Augury, Detect Thoughts, Find Traps, Locate Animals or Plants, Locate Object, Mind Spike, See Invisibility
Enchantment: Calm Emotions, Crown of Madness, Enthrall, Hold Person, Suggestion
Evocation: Continual Flame, Darkness, Flame Blade, Gust of Wind, Melf’s Acid Arrow, Shatter
Illusion: Blur, Invisibility, Magic Mouth, Mirror Image, Nystul’s Magic Aura, Phantasmal Force, Shadow Blade
Necromancy: Blindness/Deafness, Gentle Repose, Ray of Enfeeblement
Transmutation: Darkvision, Enhance Ability, Enlarge/Reduce, Heat Metal, Knock, Levitate, Magic Weapon, Rope Trick, Skywrite, Spider Climb

Abjuration: Counterspell, Dispel Magic, Glyph of Warding, Magic Circle, Nondetection, Protection from Energy, Remove Curse
Conjuration: Call Lightning, Conjure Animals, Create Food and Water, Hunger of Hadar, Sleet Storm, Stinking Cloud, Summon Lesser Demons
Divination: Clairvoyance, Tongues
Enchantment: Catnap, Enemies Abound
Evocation: Daylight, Fireball, Leomund’s Tiny Hut, Lightning Bolt, Sending, Wall of Sand, Wall of Water, Wind Wall
Illusion: Fear, Hypnotic Pattern, Major Image
Necromancy: Animate Dead, Bestow Curse, Feign Death, Life Transference, Speak with Dead, Vampiric Touch
Transmutation: Elemental Weapon, Flame Arrows, Fly, Gaseous Form, Haste, Slow, Water Breathing, Water Walk

Abjuration: Banishment, Death Ward, Freedom of Movement, Mordenkainen’s Private Sanctum,
Stoneskin
Conjuration: Conjure Minor Elementals, Conjure Woodland Beings, Dimension Door, Evard’s Black Tentacles, Find Greater Steed, Leomund’s Secret Chest, Summon Greater Demon, Watery Sphere
Divination: Arcane Eye, Divination, Locate Creature
Enchantment: Charm Monster, Confusion, Compulsion, Dominate Beast
Evocation: Fire Shield, Ice Storm, Otiluke’s Resilient Sphere, Sickening Radiance, Storm Sphere, Vitriolic Sphere, Wall of Fire
Illusion: Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer
Necromancy: Blight, Shadow of Moil
Transmutation: Control Water, Fabricate, Stone Shape

Abjuration: Antilife Shell, Dispel Evil and Good, Greater Restoration, Planar Binding
Conjuration: Added: Cloudkill, Conjure Elemental, Far Step, Infernal Calling, Insect Plague, Steel Wind Strike, Teleportation Circle
Divination: Commune, Commune with Nature, Contact Other Plane, Legend Lore, Rary’s Telepathic Bond, Scrying
Enchantment: Dominate Person, Geas, Hold Monster, Modify Memory, Synaptic Static
Evocation: Cone of Cold, Hallow, Immolation, Mass Cure Wounds, Wall of Force, Wall of Light,Wall of Stone
Illusion: Creation, Dream, Mislead, Seeming
Necromancy: Danse Macabre, Enervation, Negative Energy Flood
Transmutation: Animate Object, Control Winds, Skill Empowerment, Swift Quiver, Telekinesis, Transmute Rock

LichPlease
2018-09-02, 07:28 PM
Binder

A binder bends the power of extraplanar entities to his or her will through the use of mystic words, true names, and powerful arcane symbols and talismans. A binder might call on several different creatures and entities for various services. Because they seek to master the magic of controlling otherworldly creatures, all binders fear an eventual retaliation. Binders are typically distrusted by the common people, who know the tales of the dark ventures they undertake.

Required Implements at 1st Level: Abjuration, Conjuration

Occult Spells
You gain additional spells known at the occultist level listed.
2nd Level –Arms of Hadar, Protection from Evil and Good
5th Level – Arcane Lock, Pass without Trace
9th Level – Hunger of Hadar, Magic Circle
13th Level – Banishment, Evard’s Black Tentacles
17th Level – Banishing Smite, Planar Binding

Aura Sight: At 1st level, as a bonus action, the binder can expend 1 point of mental focus to read the auras of creatures around him. This functions as the Detect Good and Evil spell but with a duration of 1 round.

Outside Contact: At 7th level, a binder learns how to draw magic circles to summon one of three particular outsiders he knows the true name of. Each of these creatures can be either an aberration, celestial, elemental, fey or fiend. Each outsider can have CR no higher than 3. To draw the circle, he must have chalk, salt, blood, powdered silver, or some other appropriate substance at hand (although he can press a magic circle into a softer surface such as dirt or clay). Drawing a circle takes 1 minute and requires the binder to expend 2 points of mental focus (either generic focus or focus from any one of his implements). Once completed, this circle functions as a permanent Magic Circle against any type of creature of the binder’s choosing. The circle remains until its form is physically broken (for example, if the lines are smeared or the salt is scattered). Only a living creature can break the circle; environmental effects can’t break it. A binder can have only one circle created in this way at a time. If he creates a second circle, the first one loses all its magic powers.

Whenever the binder completes this magic circle, he focuses the circle inward and lures one of the outsiders to the circle (similar to using planar binding). The outsider is bound for up to 10 minutes. During this time, the binder can bargain with the outsider to answer three related questions or deliver a message or small object to one creature the binder knows and is on good terms with. This requires a payment of at least 20 gp (or items of at least that value that are of interest to the outsider). The bargaining requires the binder to attempt a Persuasion or Intimidate check opposed by the outsider’s Insight check. Succeeding at the check by 5 or more reduces this cost to 10 gp. Failure increases the price to 30 gp, whereas failure by 5 or more allows the outsider to escape without giving any information (or receiving payment). The information gained can be anything that might be learned through a divination spell. The information is always correct but is frequently cryptic. It typically takes the outsider an amount of time that would be reasonable for caryring out the task taking extraplanar travel into consideration. The outsider always resents being used in this way, even if the binder and the outsider share an alignment. After the binder bargains with the outsider, the magic circle loses all power and the outsider is sent back to its home plane. Once you use this feature, you can’t use it again until you finish a long rest. Using this feature does not count as a use of the Magic Circles feature.

Magic Circles: At 14th level, as an action, the binder can expend 2 points of mental focus to create a Magic Circle as per the spell. He can also make it invisible and can form the magic circle inward to bind a creature not native to your current plane or of a type chosen from the options normally available for Magic Circle. A creature can make an Intelligence saving throw against the binders spell save DC to detect the circle if it is invisible. Once you use this feature, you can’t use it again until you finish a long rest.


Necroccultist

Necroccultists’ fascination with the forces of life, death and the undead drives them to explore the forbidden necromantic arts as they search for secrets they can use to manipulate the natural cycle. They prefer to contact and learn from the dead, rather than from items or outsiders, allowing them to drain the life of their foes to feed their own power, divine secrets, and even call forth phantasmal hordes of spirits to destroy their enemies.

Required Implements at 1st Level: Divination, Necromancy

Occult Spells
You gain additional spells known at the occultist level listed.
2nd Level – Detect Poison and Disease, Ray of Sickness
5th Level – Ray of Enfeeblement, Mind Spike
9th Level – Animate Dead, Speak with Dead
13th Level – Blight, Locate Creature
17th Level – Contact Other Plane, Contagion

Deadspeaker: At 1st level, as an action, a necroccultist learn the answers to a specific set of questions concerning a dead or undead creature. The necroccultist must consume at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. You receive answers to the following questions from the dead or undead creature:
- Who are you? (The name by which the creature is most commonly known)
- What are you? (Gender, race, profession/role)
- How was your blood shed? (Brief outline of the events that caused its wound, to the best of the victim’s
knowledge)
- When was your blood shed?
The necroccultist can use this ability once per short rest.

Ghostly Horde: At 7th level, a necroccultist can spend 1 point of mental focus from a necromancy implement to summon a mob of ghostly spirits to harass his enemies. Summoning the ghostly horde is an action. The ghostly horde appears within 60 feet of the necroccultist, fills an area 20 feet in diameter, and always hovers a few inches off the ground (thus ignoring any difficult terrain). The necroccultist can command the ghostly horde to move up to 30 feet each round as a bonus action, though the farthest edge of the ghostly horde can never be more than 60 feet from the necroccultist. Any creature caught inside the ghostly horde takes 5d6 necrotic damage. A successful Constitution saving throw versus the necroccultist’s spell save DC halves this damage. This damage manifests in the form of physical wounds and aches as if from supernatural aging. Nonliving creatures and creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage resistance. The ghostly horde remains for 1 round, though at the beginning of his turn, the necroccultist can expend 1 point of mental focus as a bonus action to extend the duration for 1 additional round. The necroccultist can use this ability once per long rest.

Life Drain: At 14th level, a necroccultist can expend 3 points of mental focus from a necromancy implement to unleash a life-draining ray as a ranged touch attack that causes the target to take 8d6 necrotic damage and its maximum hit point total is reduced by that amount for 10 minutes. The ray has a range of 60 feet. The necroccultist regains a number of hit points equal to half the damage taken. The necroccultist can use this ability once per short rest.


Battle Host

Well versed in military history, battlefield lore, and the occult, a battle host forms a supernatural bond with tools of war from which he can channel psychic energy to cast spells, conjure the spirit of the object’s former owners, increase his own physical might, and produce a number of other remarkable abilities.

Required Implements at 1st Level: Evocation, Transmutation

Occult Spells
You gain additional spells known at the occultist level listed.
2nd Level – Chaos Bolt, Zephyr Strike
5th Level – Flame Blade, Magic Weapon
9th Level – Crusader’s Mantle, Elemental Weapon
13th Level – Elemental Bane, Fire Shield
17th Level – Bigby's Hand, Destructive Wave

Heavy Armor Proficiency: At 1st level, the battle host is proficient with heavy armor.

Spirit Warriors: At 7th level, a battle host can call forth the spirits of the legacy of dead warriors who previously owned your implements. Calling the spirits is an action that costs 2 mental focus. This ability functions as Spirit Guardians. The battle host can summon the spirits once per short rest.

Heroic Splendor: At 14th level, a battle host can draw power from his implements to imbue himself with superhuman strength, agility, or resilience. As a bonus action, a battle host can grant himself a +4 insight bonus to Strength, Dexterity, or Constitution for 1 minute. The battle host can use this ability once per long rest. The bonuses granted can make an ability exceed the normal limit of 20.


Silksworn

Occultists who recognize that flashy garb and fashionable accoutrements can be just as powerful as psychically charged relics in the right situations are known as silksworn. They draw their power from wearing luxurious garments and can be found in many noble courts, though they often keep their abilities secret. Silksworn are even found among sects mystics and the magical practitioners

Required Implements at 1st Level: Enchantment, Illusion

Occult Spells
You gain additional spells known at the occultist level listed.
2nd Level – Charm Person, Disguise Self
5th Level – Enthrall, Mirror Image
9th Level – Enemies Abound, Hypnotic Pattern
13th Level – Charm Monster, Hallucinatory Terrain
17th Level – Geas, Seeming

Luxurious Implements: Beginning at 1st level, when a silksworn chooses an implement school, he does not choose a specific object. Instead, a silksworn must be openly wearing an ostentatious garment or magic item worth 10 gp or more. A silksworn who does not meet this requirement is treated as lacking the appropriate implement for the purpose of his class features, including spellcasting.

Silksworn Eloquence: At 1st level, a silksworn gains a +1 bonus on Charisma checks for each article of clothing the silksworn is wearing that is also acting as an implement.

Silksworn Arcana: At 7th level, a silkworn can expend 2 points of mental focus as part of casting a spell or using a focus power that could charm a creature to impose disadvantage on that creatures saving throw to avoid being charmed.

Silksworn Deception: At 14th level, a silksworn can hide his speech and gestures within his extravagant clothing. Whenever the silksworn casts a spell, he can expend 1 mental focus point as part of casting that spell to attempt a Deception check opposed by Insight checks from those observing him. Those who fail are unaware of his spellcasting, unless an effect obviously originates from the silksworn.