Kryx RPGThemesMonsters

Occultist

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world.

Occultists are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, occultists unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, celestial, dragons, demons, devils, hags, frozen lords and ladies, phoenix, beings who travel the Astral Plane, shadow creatures, liches, and alien entities of the Far Realm, occultists piece together eldritch secrets to bolster their own power.

Sworn and Beholden

An occultist is defined by a pact with an otherworldly being. Sometimes the relationship between occultist and patron is like that of an acolyte and a deity, though the beings that serve as patrons for occultists are not gods. More often, though, the arrangement is similar to that between a master and an apprentice. The occultist learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

Stories of occultists binding themselves to fiends are widely known, but many occultists serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant but crazed student’s mind is opened to realities beyond the material world and to the alien beings that dwell in the outer void.

Delvers into Secrets

Occultists are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives, This thirst drives occultists into their pacts and shapes their later careers as well.

Once a pact is made, a occultist’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if they doesn’t intend to use the power thus gained. Rather, the vast majority of occultists spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive occultists toward adventure.

Creating an Occultist

As you make your occultist character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your GM to determine how big a part your pact will play in your character’s adventuring career.

Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?

How does your patron communicate with you? Your familiar might occasionally speak with your patron’s voice. Some occultists find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds-messages that only the occultist can see. Other occultists converse with their patrons in dreams or waking visions, or deal only with intermediaries.

Archetypes

Choose an archetype, which grants you features.

Warlocks and Witches channel their magical prowess bestowed upon them by their patron and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their powers, occultists endlessly indulge in and refine their mysterious abilities, gradually learning how to harness them and coax forth ever greater magical feats.

Abilities Increase

Your Charisma increases by 1, and one other ability increases by 1.

Health

Health Dice: 1d6 per occultist level
Health: 1d6 (or 4) + your Constitution per occultist level

Proficiencies

Armor: Leather
Weapons: Simple weapons
Saving Throw: You are capable with Will saving throws. Choose Fortitude, Reflex, or Will saving throws to become capable with, or proficient if you are already capable.
Skills: You are capable with Occult. Choose five skills from Arcana, Coercion, Deception, Divinity, Insight, Persuasion, Stealth, Streetwise, and Wilderness to become capable with. You can choose Occult, a skill from the list twice, or a skill you’re capable with from your species or background to become proficient with it instead of choosing a skill from the list.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor

  • (a) a crossbow and 20 bolts or (b) any simple weapon

  • A simple weapon and two daggers

  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Otherworldly Patrons

The beings that serve as patrons for occultists are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their occultists access to different powers and invocations, and expect significant favors in return.

Some patrons collect occultists, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one occultist. Occultists who serve the same patron might view each other as allies, siblings, or rivals.

Choose an Otherworldly Patron

Choose an otherworldly patron, which grants you features.

There is a taint in your magic, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Your powers might originate with a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could originate from one of the elder gods known only in legends.

The Warlock/Witch

Features

Occult Power

Your patron has given you facility with spells.

Power Source

You can learn spells from themes you know in the Occult power source.

Themes

You know one theme of your choice and the Mind theme which is considered to be from your power source.

Eldritch Invocation

You gain two eldritch invocation as shown on the Eldritch Invocation column of the Warlock/Witch table. An eldritch invocation grants one of the following options:

  • Learn a new theme and a cantrip from it.
  • Learn two cantrips from the themes you know.
  • Learn a new spell from a theme you know in your power source. The spell must cost equal to, or less than, your mana limit. If the spell costs 2 or more mana, you must know a number of spells from the spell’s theme equal to the spell’s mana cost minus 1.

When you gain a level in this class, you gain two additional eldritch invocation and you can choose a cantrip you know and replace it with another cantrip from a theme you know or you can choose a spell that costs 1 or more mana and replace it with another spell that costs 1 or more mana from a theme you know, following the restrictions above.

Starting Spells

You know three cantrips and three spells of your choice from the themes you know.

Mana

The Warlock/Witch table shows how much mana you have to cast spells. To cast a spell, you must expend mana based on the spell’s cost.

You regain all expended mana when you finish a long rest and regain half your total mana (rounded up) when you finish a short rest.

Mana Limit

There is a limit on the amount of mana you can spend to cast a spell. The limit is based on your occultist level, as shown on the Mana Limit column of the Warlock/Witch table.

Spells using 5 mana

Spells using 5 mana are particularly taxing to cast. Once you cast a spell using 5 mana, you can’t cast another spell using 5 mana until you finish a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma

Spell attack = your proficiency bonus + your Charisma

Ritual Casting

You can cast a spell from a theme you know as a ritual if that spell has the ritual tag.

Second Wind

You have a limited well of energy that you can draw on to protect yourself from harm. As an action, you can spend up to half your Health Dice (minimum one). For each Health Die spent in this way, roll the die and add your Constitution. You can decide to spend an additional Health Die after each roll. You regain health equal to the total.

Once you use this feature, you must finish a short or long rest before you can use it again.

Familiar

You gain the service of a spirit sent by your patron to watch over you. You have a familiar as outlined in the find familiar spell. Your familiar always appears in a form resembling your patron. If your familiar drops to 0 health, it reappears next to you in the same form after you finish a long rest or if you expend your Witchcraft to bring it forth.

A feat represents an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

You gain a feat of your choice from the general feats or from a theme you know.

You gain additional feats at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.

When you gain a level, you can choose one of the feats you know and replace it with another feat that you could have learned when the replaced feat was chosen.

Grimoire

Your patron gives you a grimoire. Choose two spells that cost 1 mana and have the ritual tag from any theme. The spells appear in the book. With your grimoire in hand, you can cast the spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means.

On your adventures, you can add other ritual spells of any theme to your grimoire. When you find such a spell, you can add it to the book if the spell’s mana cost is equal to or less than your mana limit and if you can spare the time to transcribe the spell. For each mana of the spell, the transcription process takes 2 hours and costs 75 sp for the rare inks needed to inscribe it.

If you lose your grimoire, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Hex

As a bonus action, you can place a curse on a creature that you can touch or see within 35 meters of you. For 8 hours you gain the following benefits:

  • The target has disadvantage on ability checks.
  • If you reduce a cursed creature to 0 health or score a critical hit on the cursed creature, you regain health equal to half your occultist level + your spellcasting ability (minimum of 1).

A remove curse cast on the target ends this feature early.

Once you hex a creature, you can’t use hex again until you finish a short or long rest unless the target drops to 0 health before this feature ends or you expend your Witchcraft to use it again.

Witchcraft

You gain the ability to channel spirit energy directly from your patron, using that energy to fuel magical effects. You start with five such effects.

When you use your Witchcraft, you choose which effect to create. You must then finish a short or long rest to use your Witchcraft again.

Some Witchcraft effects require saving throws. When you use such an effect from this class, the DC equals your occultist spell save DC.

You learn an additional effect at 4th, 7th, and 9th level. Beginning at 7th level, you can use your Witchcraft twice between rests, and beginning at 17th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Alter Memories

You gain the ability to make a creature unaware of your magical influence on it. When you cast a spell affecting one or more creatures, you can alter one creature’s understanding so that it remains unaware of being affected.

Additionally, if the effect was a charm, once before the charm expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on a Will saving throw or lose a number of hours of its memories up to 1 + half your occultist level. You can make the creature forget less time, and the amount of time can’t exceed the duration of your charm.

Bargain

You make a bargain with your patron to reach untapped power. On a long rest you can choose 1 spell you know and replace it with another spell from a theme you know, which must cost equal to, or less than, your mana limit. Once you use Bargain, you can’t use it again for 7 days.

Dreadful Word

You can cast confusion without expending mana. You can augment it further by expending mana.

Fuse Form

Prerequisites: Eidolon feat

As a bonus action, you can touch your eidolon and fuse yourself with it.

You can stay fused for a number of hours equal to half your occultist level (rounded down). You then divide unless you spend another use of this feature. You can end the fusion earlier by using a bonus action on your turn. The fusion automatically ends if you fall unconscious, drop to 0 health, or die. When the fusion ends you emerge prone in a space within 1.5 meters of your eidolon. If your eidolon is reduced to 0 health while you are fused, you are immediately ejected, and stunned for 1 round. Any excess damage carries over to you.

While you are fused, the following rules apply:

  • Your game statistics are replaced by the statistics of your eidolon, but you retain your Intelligence, Wisdom, Charisma, and personality.
  • When you transform, you assume your eidolon’s health and Health Dice and gain temporary health equal to your occultist level + your spellcasting ability. When you divide, you return to the amount of health you had before you transformed and any remaining temporary health vanishes.
  • Your ability to take any action that requires hands is limited to the capabilities of your eidolon. Transforming doesn’t break your concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell that you’ve already cast.
  • When you hit a creature with an unarmed strike, you can use a bonus action to cast a cantrip targeting the target of your attack.
  • You retain the benefit of any features from your class, species, or other source and can use them if your eidolon is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your eidolon also has that sense.
  • You choose whether your equipment falls to the ground in your space, fuses into your new form, or is worn by your eidolon. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on your eidolon’s shape and size. Your equipment doesn’t change size or shape to match your eidolon, and any equipment that the new form can’t wear must either fall to the ground or fuse with it. Equipment that fuses with the form has no effect until you leave the form.

Gaze of Two Minds

You can cast gaze of two minds without expending mana.

Hypnotic Gaze

You can cast hypnotize without expending mana.

Instinctive Charm

You can cast instinctive charm without expending mana.

Mask of Many Faces

You can cast disguise without expending mana. You can augment it further by expending mana.

Mire the Mind

You can cast the slow portion of the haste/slow spell without expending mana. You can augment it further by expending mana.

Misty Visions

You can cast image without expending mana. You can augment it further by expending mana.

Myriad Forms

You can cast alter self without expending mana. You can augment it further by expending mana.

Otherworldly Leap

You can cast striding and springing without expending mana. You can augment it further by expending mana.

Patron of Five Fates

You can cast bless without expending mana. You can augment it further by expending mana.

Ritual Preparation

As an action, choose a spell you know that does not restore health. You can cast the chosen spell as a ritual until you finish a short or long rest.

Sign of Ill Omen

You can cast bestow curse without expending mana. You can augment it further by expending mana.

Slumber

You can cast sleep without expending mana. You can augment it further by expending mana.

Supernatural Sense

You can attune your senses to determine if any supernatural creatures lurk nearby. Choose up to two creature types from the following list: aberrations, celestials, dragons, elementals, fey, fiends, monstrosities, oozes, or undead. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any creatures of those types are present within 1.6 kilometers of you.

This feature reveals which creature types are present and the creatures’ general direction from you. If there are multiple groups of enemies within range, you learn this information for each group.

The Third Eye

You can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest.

Darkvision. You gain darkvision out to a range of 18 meters. If you already have darkvision, its range increases by 18 meters.

Ethereal Sight. You can see into the Ethereal Plane within 18 meters of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 3 meters of you that are within line of sight.

Thief of Five Fates

You can cast bane without expending mana. You can augment it further by expending mana.

Twist Fate

When you or another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Whispers of the Grave

You can cast speak with dead without expending mana. You can augment it further by expending mana.

Abilities Increase

Increase two abilities of your choice by 1. As normal, you can’t increase an ability above 5 using this feature.

Your abilities increase again at 7th, 11th, 15th, and 19th level.

Choose a skill you know or from from your skill list to improve your proficiency with.

  • If you are untrained, you become capable
  • If you are already capable, you become proficient
  • If you are already proficient, you gain expertise with that skill.

At 6th level, 12th level, and 18th level you can choose a skill that is not from your skill list.

Focused Concentration

If you fail a Fortitude saving throw to maintain your concentration on a spell, you can use your reaction to reroll the saving throw.

Once you use this feature, you must finish a long rest before you can use it again.

Resilient

Choose Fortitude, Reflex, or Will saving throws to become capable with, or proficient if you are already capable.

Choose another saving throw at 9th level.

Quickened Cantrips

When you cast a 1 mana spell as an action, you can cast a cantrip as a bonus action. Starting at 17th level, when you cast a 1 or 2 mana spell as an action, you can cast a cantrip as a bonus action.

Eldritch Reservoir

You can draw on your inner reserve of mystical power while entreating your patron. As a bonus action, you regain half of your expended mana and a usage of your witchcraft feature.

Once you use this feature, you must finish a long rest before you can use it again.

Hex Battery

You can expend 1 mana or 2 stamina dice less when you use a maneuver or cast a spell on a hexed creature.

Additionally, as a bonus action, you can hex all creatures within 18 meters.

Once you hex creatures with this feature, you can’t use it again until you finish a long rest.