Base Class: Sorcerer
Ancient Traditions
Occultists are spell casters following legacies that go far back. While they may or may not be directly tutored or influence by another member of their tradition, their path to magic involves unearthing ancient secrets, old ways, and knowledge gleaned from spirits, ghosts, and elementals. They often personify aspects of their magic in ways that other casters find odd, coaxing and manipulating magic forces by ancient laws and bargains. Occultists tread between the arcane and the divine, not necessarily worshiping any god, but treating gods and spirits alike with cautious respect for their domains, asking for the what they take, and carefully giving thought to their actions. Though villagers and the superstitious might fear them and their magic, they may be more likely to turn to them than a Wizard, for at least an Occultist makes sense to them, even if they are scared by their powers.
Spiritual Magic
A common thread of the magic wielded by the Occultist is the spiritual connection of it; the demi-divine nature of magic that taps into the weave of magic oft through the intermediaries of the power of gods, spirits, elementals, and more. An Occultist is fundamentally tied into the greater magical world, being neither a source of magic nor an academic researcher of it, but wielding it through intuition, cunning, and tradition. Frequently an Occultist may call upon their magic through the mediums of spirits quite directly, even having names for the spirits it calls about to bring about certain magical effects; the verbal component of an Occultist spell might be the spirit they call upon to work the effect they wish, an invocation of their ancient bargain, or words in a language that binds or persuades.
Expanded Spell List
Starting at 1st level, your heritage and the occult profession grants you access to numerous spells and craft, that are represented in the following spell list. It focuses on fate, as well as the existence of life and death.
Gray Bag of Tricks
| Spell level | Spell |
|---|---|
| Catrip | toll the dead, spare the dying |
| 1 | healing word, gift of alacrity, cure wounds |
| 2 | fortune's favor, locate animals or plants |
| 3 | animate dead, vampiric touch |
| 4 | shadow of moil, divination |
| 5 | raise dead, commune, scrying |
| 6 | harm, heal, find the path |
| 7 | finger of death, divine word |
Mystery of Life and Death
At 1st level when you select this Tradition, you have been touched by a divine revelation that has given you a gift of insight and a dramatic flair to deliver it - you learn the cantrips guidance and thaumaturgy. Fate begins and ends with life and death, which is why these aspects are of great importance to you. Additionally the divine power channelled in you grants the following spells, which count as Sorcerer spells for you:
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | false life, identify |
| 3rd | gentle repose, locate object |
| 5th | clairvoyance, mass healing word |
| 7th | locate creature, blight |
| 9th | legend lore, mass cure wounds |
Fate Reading
Starting at 6th level, your connection to the flow of fate gives you the ability to read from it, tracing outcomes and glimpsing the unknowable future. When you are hit by an attack, you can use your reaction to add your Wisdom modifier to your AC until the start of your next turn (including against the triggering attack). You can do this a number of times equal to your proficienecy bonus, regaining all uses on a long rest.
Additionally, you learn the spell augury, it does not count against your spells known and you can cast it at will without expending spell slot.
Death Watcher
You can see the lines of fate, and detect when one of them is about to snap. Beginning at 14th level, when an ally within 60 ft. would drop to 0 hit points as a
result of taking damage, you can manipulate their fate with a cryptic warning. You can take a reaction and the target instead drops to 1 hit point, and the spell ends.
After using the ability you flip a coin and call the result while the coin is in the air. If you are wrong you can't use this ability until the next dawn.
Masterful Prophecies
Starting at 18th level, you can cast augury a number of times equal to your Wisdom modifier before per day before it starts having a chance to return random answers. Additionally, when you divine the future with augury, you can issue a cryptic prophecy, with three specific points for rolls that may occur within the next 30 minutes. For each specific point you prophesize, if you specify only the type of roll (for example, an attack, a Strength (Athletics) check, or an initiative roll, etc), a d4 is reserved (example "someone will be particularly quick when rolling initiative").
If you specify a specific action and a specific person, a d6 is reserved (for example, "when the wizard Caius rolls for initiative, he will be unusually quick"). If you give it a specific unlikely condition, a d8 can be reserved at the discretion of the DM.
A specific action or person can only have one prophesized event. If that prophesized event takes place (at the discretion of the DM it has occurred), the oracle can spend the reserved die and add it to the roll; if multiple events trigger the prophecy, the oracle can select which of them is effected by the reserved die.
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