Base Class: Wizard
Followers of the Occultist tradition have, through deep study of the furthest, darkest corners of the strange and esoteric precincts of magic, learned to reach beyond the veil of reality. Through their twisted study, Occultists have been allowed to harness weird and unknown powers, but these strange powers often come with even stranger implications.
Occult Magic
Your deep studies allow you to learn spells normally associated with the warlock class. When your Spellcasting feature lets you learn a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the warlock spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.
Herald of Hadar
Starting at 2nd level, you can call upon dark tendrils to ensnare your enemies. As an action, choose one creature that you can see within 15 feet of you.The target must succeed on a Strength saving throw against your wizard spell save DC or be restrained for 1 minute. The restrained creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Unsettling Retaliation
Starting at 6th level, when a creature you can see within 30 feet of you damages you, you can use your reaction to cause a violent, slimy tentacle to lash out at the attacker. The attacker must make a Dexterity saving throw against your wizard spell save DC. On a failed save, the attacker takes acid damage equal to 1d10 + half your wizard level, or half as much damage on a successful one.
When you reach 10th level in this class, the damage dealt by this feature increases to 2d10 + half your wizard level.
Eldritch Incantations
Starting at 10th level, you mutter and sputter about in foreign tongues while casting your spells, confusing others and making your words difficult to decipher. Creatures within 15 feet of you that can hear your have disadvantage on the initial saving throw against spells you cast with a verbal component.
Weird Incarnation
Starting at 14th level, you can unleash a wet and ravenous void from yourself. You create a 15-foot-radius inky black sphere of difficult terrain centered on yourself as a bonus action. The sphere spreads around corners. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are deafened and blinded. Additionally, while the sphere is active, your Herald of Hadar feature is empowered, causing it to instead target a number of creatures up to your Intelligence modifier (minimum of 1). Creatures restrained this way take 2d6 cold damage at the start of their turn, and 2d6 acid damage at the end of their turn.
You and other creatures that you choose when you active this feature, up to your Intelligence modifier (minimum of 0), are immune to the effects of the sphere. The sphere lasts for 1 minute or until you end it as a bonus action.
Once you use this feature, you can’t use it again until you finish a long rest.
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