Base Class: Rogue
The supernatural and the paranormal often beget superstitions and fear. You, however, wish to make some sense of it all.
Knowledge of the Dark Arts
At 3rd level, you've gained insights into taboo rituals. You gain proficiency in the Arcana and Religion skills and one gaming set of your choice. In addition, you may cast the Identify spell using Charisma as your spellcasting ability once per long rest without requiring any of the material components.
Deck of Prophetic Visions
At 3rd level, your deck of prophetical cards becomes empowered. As a bonus action, you may roll on the table below. You may use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest.
If an effect requires a saving throw, the DC is 8 + your proficiency bonus + your Charisma modifier.
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d20 |
Occultist. |
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1 |
The Fool. You may choose to make your next attack with advantage. If you do so, attack rolls made against you have advantage until the start of your next turn. |
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2 |
The Magician. Choose a creature that can see or hear you within 30 ft. and roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest. |
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3 |
The Monarch. You may cast the Command spell. You may only use the word “Kneel” which causes the target to drop to a knee. They are considered prone. |
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4 |
The Priest. You or an ally of your choosing within 30 ft. that can see or hear you adds 1d6 to their next attack roll or ability check. The die increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. |
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5 |
The Lovers. The next time you would take damage, allies within 30 ft. of you may use their reaction to take the damage instead. The type of damage dealt this way is changed to psychic. |
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6 |
The Chariot. You and a number of allies equal to your Intelligence modifier (minimum of one) gain immunity to the charmed and frightened conditions for one minute. If you or an ally is already under the effect of either condition, they automatically end. |
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7 |
Justice. You may force a creature within 30 ft. of you that can see or hear you to make a Strength saving throw. On a failed save, their movement speed reduces to zero and they cannot use their reaction until the end of your next turn. |
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8 |
The Hermit. While an ally is not within 10 ft. of you, you gain a +2 bonus to your AC for the next minute. |
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9 |
Wheel of Fortune. You may choose you or another willing creature to reroll initiative. This takes effect on initiative count 20. |
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10 |
Strength. You may force a creature within 30 ft. of you that can see or hear you to make a Wisdom saving throw. On a failure, that creature must use its reaction to make a weapon attack against an enemy of your choice. This has no effect on creatures that are immune to being charmed. |
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11 |
The Hanged Man. Choose a creature within 30 ft. of you that can see or hear you. The first attack they make on their turn is made with a penalty equal to your proficiency bonus until the end of your next turn. |
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12 |
Death. You may make a ranged spell attack with your proficiency bonus and Intelligence modifier. On a hit, it deals 1d10 + your Intelligence bonus in necrotic damage. You gain temporary hit points equal to half of the damage dealt this way. Damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. |
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13 |
Temperance. You may cast the Cure Wounds spell at 1st level using your Intelligence modifier. The spell level increases to 2nd at 5th level, 3rd at 11th level, and 4th at 17th level. |
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14 |
The Fiend. You summon a shadowy reflection of yourself at a visible point within 60 ft. of you. It instantly snuffs out any naked flames like torches or candles within 15 ft. of it as it manifests. The shadowy reflection uses the Shadow stat block with your Intelligence, Wisdom, and Charisma scores. It always attacks the creatures nearest to it. It cannot willingly attack you but will attack allies if they are the closest creatures to it. |
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15 |
The Oubliette. You may cast the Banishment spell at 4th level. When casting Banishment this way, the creature returns at the end of your next turn regardless of whether or not they would normally be sent back to their plane of origin. |
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16 |
The Star. Cast the Magic Missile spell at 1st level. The spell level increases to 2nd at 5th level, 3rd at 11th level, and 4th at 17th level. |
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17 |
The Sisters. You and one other willing creature of your choice within 15 ft. of you that can see or hear you becomes invisible for 1 hour or until they take an action to cast a spell or make an attack. |
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18 |
The Sun. You and a number of willing creatures equal to your Intelligence modifier (minimum of 1) gain temporary hit points equal to your proficiency bonus plus your Intelligence modifier. While creatures have temporary hit points this way, they choose to emit 5 ft. of dim light. They may snuff out or kindle the light as a bonus action. |
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19 |
Judgment. You may choose yourself or another willing creature within range. The next time that they would be reduced to 0 hit points but not killed outright, they may drop to 1 hit point instead. |
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20 |
The World. You may choose one of the effects on the table. |
Mystical Expertise
At 9th level, your research into the occult has helped you to uncover a supernatural creature's weakness. You must spend at least 8 hours and 50 gp to research one creature of the following type Aberration, Fey, Fiend, Monstrosity, or Undead. You learn the resistances, immunities, vulnerabilities, and weaknesses that the specific creature has as well as any regional effect(s) that a creature might produce. For each CR beyond 5, you must spend an additional 50 gp and an additional 4 hours. For example, if you were to research a Vampire, it would take 450 gp and 40 hours of research (or 5 workdays).
At the DM's discretion, your research might also give you insight into local stories and superstitions about the creature. For example, a commoner might tell you to pour salt outside of your door to keep fiendish creatures at bay. Another might tell you to always carry an iron nail, for the fey are appalled by the metal.
Triskaidekaphobia
At 13th level, you've learned to instill the fear of the number 13 into your enemies. Attack rolls you make score a critical hit on a roll of 13 or 20, and an attack roll resulting in a natural 13 restores one use of the Deck of Prophetic Visions feature. Creatures that make an attack roll against you and roll a natural 13 must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier or miss as though it had rolled a natural 1.
Supernatural Comprehension
At 17th level, you've decerned how to avoid falling prey to a monster's signature abilities. At the end of a long rest, you may choose one creature that you have researched with your Mystical Expertise feature. You may choose to gain resistance to a damage type that the creature deals or immunity to one feature or magical effect that it uses. For example, if you were to choose a vampire, you may become immune to their Charm or if you choose an Aboleth, you are immune to their Enslave effect.
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