Okay, here's the Occultist class, meant to be the witchcraft and fringe magic user. It is still open to revisions and comments, and is a work in progress. This is the first draft, the current version is in the second spoiler.
The Occultist
Wrapped in a dark, shadowy cloak that are an emblem of his dark power, a shadar-kai steps forward out of the alleyway. Her right hand fiddles with a crystal ball covered in arcane symbols, while her irises flash greenish-yellow. In her left hand is a shiny steel dagger, dripping with blood. Murmuring a dark incantation, she points the crystal ball at a knight, causing him to collapse to the floor, screaming in pain.
In the middle of a raging battle, a man wearing a white robe and a metal mask steps forward with a green wooden-staff, with arcane symbols etched into it, glowing a light purple. He kneels by a fallen child who ran onto the battlefield and was hit in the shoulder by an arrow. The battle continues, yet he surrounds them in an field of protecting energy. He puts his staff over the wound, causing the tip of it to begin to glow white. Blood stops pouring out of the wound as it closes off and the arrow is pushed out safely from the shoulder. The man then lifts the child into the air, and walks off of the field untouched.
A noble sits by a mirror, getting ready for a party hosted by him in his home. Looking in the mirror he straightens his dress coat, and sees something flash in the mirror, the eye of humanoid creature. He stumbles back and yelps, turning back towards the looking glass, seeing nothing. Though the eye is gone, he still feels something strange, a tingling icy sensations, as if he's being watched.
Within a dark cave, a coven of occultists gather around a glowing green cauldron, chanting words in Infernal. As they channel their magic together, one member adds the last ingredient to the mixture, the tentacle of an illithid. The water hisses, dissolving the last unearthly addition, and a small creature climbs out of the cauldron, and then another, and another. Three familiars leap out of the boiling mixture, coiling themselves around the shoulder of their mistress.
Occultists are masters of dark and strange magic, exemplars of unearthly power, channeling their magic through trinkets and gross items. Members of this class call themselves Mages, Witches, and Occultists. The class, like the wizard, channels their magic from the weave of magic that covers the multiverse, but instead of using a vast variety of arcane spells for utility and combat purposes, the occultist generally focuses on the darker, taboo side of magic. They can spy on enemies with scrying spells, curse them with hexes, jinxes, and other dark magic, as well as using blood and bones to fuel and focus their spells.
Occultist
Level
Proficiency Bonus
Features
Cantrips Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Unearthly Path
4
2
—
—
—
—
—
—
—
—
2nd
+2
Binding Incantation
4
3
—
—
—
—
—
—
—
—
3rd
+2
Coven Rite, Magic Line
4
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
─
4
4
3
2
—
—
—
—
—
—
6th
+3
Recycle Spells
4
4
3
3
—
—
—
—
—
—
7th
+3
Magic Line feature
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement
4
4
3
3
2
—
—
—
—
—
9th
+4
─
4
4
3
3
3
1
—
—
—
—
10th
+4
─
5
4
3
3
3
2
—
—
—
—
11th
+4
Magic Line feature
5
4
3
3
3
2
1
—
—
—
12th
+4
Ability Score Improvement
5
4
3
3
3
2
1
—
—
—
13th
+5
─
5
4
3
3
3
2
1
1
—
—
14th
+5
Improved Coven Magic
5
4
3
3
3
2
1
1
—
—
15th
+5
Magic Line feature
5
4
3
3
3
2
1
1
1
—
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
—
17th
+6
─
4
3
3
3
2
1
1
1
1
18th
+6
─
5
4
3
3
3
3
1
1
1
1
19th
+6
Unearthly Powers
5
4
3
3
3
3
2
1
1
1
20th
+6
Occult Mage
5
4
3
3
3
3
2
2
1
1
Class Features
As an occultist, you gain the following class features.
Hit Points
Hit Dice: 1d6 per occultist level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per occultist level after 1st
Proficiencies
Armor: None Weapons: Simple weapons Tools: Brewers' Tools or Alchemists' Supplies Saving Throws: Intelligence, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Deception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any simple weapon of your choice
(a) a component pouch or (b) a trinket or (c) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
A grimoire
Spellcasting
As a practitioner of arcane magic, you have a grimoire containing spells that allow you to channel your dark spells.
Cantrips
At 1st level, you know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table.
Grimoire
At 1st level, you have 2 occultist spells that have the ritual tag written in your grimoire. Your grimoire is where you write your ritual spells, and can cast those spells only while holding your grimoire. If you cast a ritual spell from your grimoire as its original casting time, you don't need to prepare that spell, and must be holding your grimoire at the time of the casting. You cannot prepare spells that have the ritual tag, and can only prepare spells that are not in your grimoire.
(Copying ritual spells into the book functions as copying a spell into a spellbook from the wizard sidebar.)
Preparing and Casting Spells
The Occultist table shows how many spell slots you have to cast your witch spells. To cast one of your witch spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of occultist spells that are available for you to cast, choosing from the occultist spell list. When you do so, choose an amount of occultist spells equal to your Intelligence modifier + your witch level. These spells must be of a level that you have spell slots. For example, if you’re a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of occultist spells requires time spent doing dark rites using your spellcasting focus and grimoire: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your occultist spells: your understanding of the dark threads of magic allow you to wield these spells with superior skill. You use your Intelligence whenever a occultist 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 a occultist spell as a ritual if that spell has the ritual tag and is written in your grimoire.
Spellcasting Focus
You can use an arcane focus or any of the following items as a spellcasting focus for your witch spells; lantern, crystal ball, candle, needle, a jar, a bottle, fragment of obsidian, or a skull.
Occultist Spell List
Here's the list of spells you consult when you learn an occultist spell. The list is organized by spell level, not character level.
These spells are from the Player's Handbook and Xanathar's Guide to Everything
Cantrips (0 Level)
acid splash chill touch dancing lights friends infestation light mage hand mending message minor illusion poison spray primal savagery thorn whip toll the dead witchcraft (see end of class description)
1st Level
armor of agathys cause fear charm person command comprehend languages cure wounds detect magic disguise self dissonant whispers faerie fire false life feather fall hellish rebuke hex identify inflict wounds jump longstrider mage armor protection from evil and good ray of sickness silent image sleep speak with animals tasha's hideous laughter unseen servant witch bolt
2nd Level
alter self animal messenger blindness/deafness blur cloud of daggers continual flame crown of madness darkness darkvision detect thoughts earthbind enhance ability enthrall heat metal hold person invisibility levitate locate object magic mouth melf's acid arrow misty step phantasmal force ray of enfeeblement rope trick scorching ray see invisibility shadow blade skywrite spider climb suggestion web
3rd Level
bestow curse blink clairvoyance counterspell dispell magic fear feign death fly glyph of warding haste hypnotic pattern leomund's tiny hut life transference magic circle major image nondetection phantom steed remove curse sending slow speak with dead spirit guardians stinking cloud summon lesser demons tongues vampiric touch
animate objects antilife shell awaken cloudkill contact other plane contagion dominate person dream enervation far step geas hold monster infernal calling insect plague legend lore mislead modify memory negative energy flood planar binding rary's telepathic bond scrying seeming teleportation circle
6th Level
circle of death conjure fey create homunculus disintegrate eyebite flesh to stone harm magic jar mass suggestion mental prison otto's irresistible dance programmed illusion soul cage true seeing wall of thorns
7th Level
etherealness finger of death mirage arcane mordenkainen's magnificent mansion plane shift project image sequester simulacrum symbol
8th Level
abi-dalzim's horrid wilting antimagic field antipathy/sympathy clone demiplane dominate monster feeblemind glibness illusory dragon maddening darkness maze mind blank power word stun
9th Level
foresight gate imprisonment mass polymorph power word kill psychic scream true polymorph weird wish
Unearthly Path
At level 1, you choose the type of magic that fuels your spells and other occult abilities, ranging from dark aberrant powers to light blessing magic. Pick one of the following paths: Black Path, Grey Path, or White Path. Those who practice dark magic typically lean towards evil arts and tempted by darker beings, practitioners of grey magic normally are neutral and empower themselves, while studiers white magic support their allies and are most often good.
When you choose your Unearthly Path, you gain an ability listed below, corresponding to the path you choose.
Dark Malediction
You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects:
They gain one exhaustion.
They take extra damage from your spells and attacks equal to your Intelligence modifier (minimum of one damage).
They have disadvantage on the first attack roll they make on each of their turns.
They cannot make reactions.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
You gain resistance to force damage, as well as the ability to shield and empower yourself from others' harmful effects. As a bonus action, you can surround yourself in a pale aura of protecting energy. This ward lasts for 1 minute or until you drop to 0 hit points, and grants you the following effects:
You gain an amount of temporary hit points equal to your occultist level + your Intelligence modifier (minimum of 1 hit point).
When you make a saving throw against an effect that would damage you, you may use your reaction to make the saving throw at advantage.
You have advantage on ability checks made on your turn.
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
You gain resistance to radiant damage, as well as the ability to bestow a beneficial charm upon an ally or yourself. As a bonus action, choose one willing creature within 60 feet of you (including yourself) to give this blessing to. This blessing lasts for 1 minute or until the blessed creature drops to 0 hit points, granting them the following benefits:
Attack rolls made to attack that creature are made at disadvantage.
They regain an amount of hit points at the start of each of their turns equal to your proficiency bonus.
They have advantage on the first attack roll they make on each of their turn.
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Starting at 2nd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description.
When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them).
Coven Rite
Beginning at level 3, you are a master of sharing spellcasting with others. At the end of a short or long rest, you may perform a ritual with other spellcasters, the ritual taking at least 10 minutes of the rest per spellcaster. You may give another willing caster your spell slots, or they may give you spell slots. They must expend a spell slot that they have to give you the spell slot, and you must do the same to give another caster a spell slot. The spell slot they gain must be of a level they could already cost, and they gain the slot equal to the level expended. The spell slot that they receive lasts until they use it or finish a long rest.
While you are performing this ritual, you gain an amount of Coven Points equal to your Intelligence modifier (minimum of one). When performing a ritual, you may expend Coven Points to give yourself or another spellcaster that is doing the ritual with you extra spell slots equal to the amount of Coven Points you expend, as long as they have spell slots of the level you give them. You regain all Coven Points at the end of a long rest.
At level 14, you may give a spell slot of 5th level or lower to a creature that has the Spellcasting or Pact Magic feature of a level spell slot they have while using this feature, expending no spell slot to do so. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of your next long rest.
Magic Line
At 3rd level, you choose your favored source of magic. Up until this point, you were harnessing your magic from the general obscured powers that lurk in the multiverse, but now you can focus on one specific archetype of magic, allowing you to gain more power in that specific field of magic. Choose from one of the ways to focus your magic: Blood Line, Bone Magic, Familiar Magic, Morph Magic, Earth Magic, Light Magic, Dark Magic, and Mixture Magic, all detailed at the end of the class description.
Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Recycle Spells
At level 6, you can harness the lingering magic of spells you cast that fail. When you cast a spell and miss with an attack roll for a spell of 2nd-level or higher you cast on another creature that they succeed on the saving throw for or you miss with the attack roll for the spell, you may choose to cause the spell to have no effect if it would have done any damage or any other effect. When you do so, you can regain a spell slot of the spell's level or lower.
You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest.
New Spells
Witchcraft
evocation cantrip
As a practitioner of witch magic and dark spells, you are adept at focusing your magical powers to shape the environment around you. As an action while holding a spellcasting focus, you can cause one of the following magical effects of your choice to immediately happen:
You create an instantaneous, harmless eerie effect on a creature you can see within 10 feet, strong enough to be noticeable, but not strong enough to cause any damage or condition. This effect could be a shiver down their back, a slight headache, a piercing pain in a part of their body of your choice, a slight tingling sensation, or a slight increase or decrease in temperature.
You instantaneously light or snuff out a candle, a torch, or a small campfire within 10 feet of you.
You instantly soil an object no larger than 1 cubic foot within 10 feet of you.
You make a symbol, up to 10 words of text, or simple drawing appear on an object or surface within 10 feet of you for the next hour or until you dismiss it at any point (no action required).
You open or close an unlocked door, window, or shutter within 10 feet of you.
You alter the appearance of your eyes, hair, or one piece of clothing on you for the next hour or until you dismiss this change at any point (no action required).
This is the current class:
Occultist
LEVEL
PROFICIENCY BONUS
FEATURES
CANTRIPS KNOWN
1ST
2ND
3RD
4TH
5TH
6TH
7TH
8TH
9TH
1st
+2
Spellcasting, Magic Line
4
2
—
—
—
—
—
—
—
—
2nd
+2
Unearthly Path
4
3
—
—
—
—
—
—
—
—
3rd
+2
Coven Magic, Binding Charms
4
4
2
—
—
—
—
—
—
—
4th
+2
Ability Score Improvement
4
4
3
—
—
—
—
—
—
—
5th
+3
─
4
4
3
2
—
—
—
—
—
—
6th
+3
─
4
4
3
3
—
—
—
—
—
—
7th
+3
Magic Line feature
4
4
3
3
1
—
—
—
—
—
8th
+3
Ability Score Improvement
4
4
3
3
2
—
—
—
—
—
9th
+4
─
4
4
3
3
3
1
—
—
—
—
10th
+4
─
4
4
3
3
3
2
—
—
—
—
11th
+4
Magic Line feature
4
4
3
3
3
2
1
—
—
—
12th
+4
Ability Score Improvement
4
4
3
3
3
2
1
—
—
—
13th
+5
─
4
4
3
3
3
2
1
1
—
—
14th
+5
Improved Coven Magic
4
4
3
3
3
2
1
1
—
—
15th
+5
Magic Line feature
4
4
3
3
3
2
1
1
1
—
16th
+5
Ability Score Improvement
4
4
3
3
3
2
1
1
1
—
17th
+6
─
4
4
3
3
3
2
1
1
1
1
18th
+6
─
4
4
3
3
3
3
1
1
1
1
19th
+6
Unearthly Powers
4
4
3
3
3
3
2
1
1
1
20th
+6
Occult Mage
4
4
3
3
3
3
2
2
1
1
Class Features
As an occultist, you gain the following class features.
Hit Points
Hit Dice: 1d6 per occultist level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per occultist level after 1st
Proficiencies
Armor: None Weapons: Simple weapons Tools: Brewers' Tools or Alchemists' Supplies Saving Throws: Intelligence, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Deception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any simple weapon of your choice
(a) a component pouch or (b) a trinket or (c) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
A grimoire
Spellcasting
As a practitioner of arcane magic, you have a grimoire containing spells that allow you to channel your dark spells.
Cantrips
At 1st level, you know four cantrips of your choice from the occultist spell list. You learn additional occultist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table.
Grimoire
At 1st level, you have 2 occultist spells that have the ritual tag written in your grimoire. Your grimoire is where you write your ritual spells, and can cast those spells only while holding your grimoire. If you cast a ritual spell from your grimoire as its original casting time, you don't need to prepare that spell, and must be holding your grimoire at the time of the casting. You cannot prepare spells that have the ritual tag, and can only prepare spells that are not in your grimoire.
(Copying ritual spells into the book functions as copying a spell into a spellbook from the wizard sidebar.)
Preparing and Casting Spells
The Occultist table shows how many spell slots you have to cast your occultist spells. To cast one of your occultist spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of occultist spells that are available for you to cast, choosing from the occultist spell list. When you do so, choose an amount of occultist spells equal to your Intelligence modifier + your occultist level. These spells must be of a level that you have spell slots. For example, if you’re a 3rd-level occultist, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of occultist spells requires time spent doing dark rites using your spellcasting focus and grimoire: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your occultist spells: your understanding of the dark threads of magic allow you to wield these spells with superior skill. You use your Intelligence whenever a occultist 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 a occultist spell as a ritual if that spell has the ritual tag and is written in your grimoire.
Spellcasting Focus
You can use an arcane focus or any of the following items as a spellcasting focus for your occultist spells; lantern, crystal ball, candle, needle, a jar, a bottle, fragment of obsidian, or a skull.
Occultist Spell List
Here's the list of spells you consult when you learn an occultist spell. The list is organized by spell level, not character level.
These spells are from the Player's Handbook and Xanathar's Guide to Everything
Cantrips (0 Level)
acid splash chill touch dancing lights friends infestation light mage hand mending message minor illusion poison spray primal savagery thorn whip toll the dead witchcraft (see end of class description)
1st Level
armor of agathys cause fear charm person command comprehend languages cure wounds detect magic disguise self dissonant whispers faerie fire false life feather fall hellish rebuke hex identify inflict wounds jump longstrider mage armor protection from evil and good ray of sickness silent image sleep speak with animals tasha's hideous laughter unseen servant witch bolt
2nd Level
alter self animal messenger blindness/deafness blur cloud of daggers continual flame crown of madness darkness darkvision detect thoughts earthbind enhance ability enthrall heat metal hold person invisibility levitate locate object magic mouth melf's acid arrow misty step phantasmal force ray of enfeeblement rope trick scorching ray see invisibility shadow blade skywrite spider climb suggestion web
3rd Level
bestow curse blink clairvoyance counterspell dispell magic fear feign death fly glyph of warding haste hypnotic pattern leomund's tiny hut life transference magic circle major image nondetection phantom steed remove curse sending slow speak with dead spirit guardians stinking cloud summon lesser demons tongues vampiric touch
animate objects antilife shell awaken cloudkill contact other plane contagion dominate person dream enervation far step geas hold monster infernal calling insect plague legend lore mislead modify memory negative energy flood planar binding rary's telepathic bond scrying seeming teleportation circle
6th Level
circle of death conjure fey create homunculus disintegrate eyebite flesh to stone harm magic jar mass suggestion mental prison otto's irresistible dance programmed illusion soul cage true seeing wall of thorns
7th Level
etherealness finger of death mirage arcane mordenkainen's magnificent mansion plane shift project image sequester simulacrum symbol
8th Level
abi-dalzim's horrid wilting antimagic field antipathy/sympathy clone demiplane dominate monster feeblemind glibness illusory dragon maddening darkness maze mind blank power word stun
9th Level
foresight gate imprisonment mass polymorph power word kill psychic scream true polymorph weird wish
Magic Line
At 1st level, you choose your favored source of magic. You can focus on one specific archetype of magic, allowing you to gain more power in that specific field of magic. Choose from one of the ways to focus your magic: Blood Line, Bone Magic, Familiar Magic, Morph Magic, Earth Magic, Light Magic, Dark Magic, and Mixture Magic, all detailed at the end of the class description.
Your choice grants you features at 1st level, and again at 7th, 11th, and 15th level.
Unearthly Path
At level 2, you choose the type of magic that fuels your spells and other occult abilities, ranging from dark aberrant powers to light blessing magic. Pick one of the following paths: Black Path, Grey Path, or White Path. Those who practice dark magic typically lean towards evil arts and tempted by darker beings, practitioners of grey magic normally are neutral and empower themselves, while studiers white magic support their allies and are most often good.
When you choose your Unearthly Path, you gain an ability listed below, corresponding to the path you choose.
Dark Malediction
You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects:
They gain one exhaustion.
They take extra damage from your spells and attacks equal to your Intelligence modifier (minimum of one damage).
They have disadvantage on the first attack roll they make on each of their turns.
They cannot make reactions.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
You gain resistance to force damage, as well as the ability to shield and empower yourself from others' harmful effects. As a bonus action, you can surround yourself in a pale aura of protecting energy. This ward lasts for 1 minute or until you drop to 0 hit points, and grants you the following effects:
You gain an amount of temporary hit points equal to your occultist level + your Intelligence modifier (minimum of 1 hit point).
When you make a saving throw against an effect that would damage you, you may use your reaction to make the saving throw at advantage.
You have advantage on ability checks made on your turn.
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
You gain resistance to radiant damage, as well as the ability to bestow a beneficial charm upon an ally or yourself. As a bonus action, choose one willing creature within 60 feet of you (including yourself) to give this blessing to. This blessing lasts for 1 minute or until the blessed creature drops to 0 hit points, granting them the following benefits:
Attack rolls made to attack that creature are made at disadvantage.
They regain an amount of hit points at the start of each of their turns equal to your proficiency bonus.
They have advantage on the first attack roll they make on each of their turn.
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Starting at 3rd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description.
When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them).
Coven Rite
Beginning at level 3, you are a master of sharing spellcasting with others. At the end of a short or long rest, you may perform a ritual with other spellcasters, the ritual taking at least 10 minutes of the rest per spellcaster. You may give another willing caster your spell slots, or they may give you spell slots. They must expend a spell slot that they have to give you the spell slot, and you must do the same to give another caster a spell slot. The spell slot they gain must be of a level they could already cost, and they gain the slot equal to the level expended. The spell slot that they receive lasts until they use it or finish a long rest.
While you are performing this ritual, you gain an amount of Coven Points equal to your Intelligence modifier (minimum of one). When performing a ritual, you may expend Coven Points to give yourself or another spellcaster that is doing the ritual with you extra spell slots equal to the amount of Coven Points you expend, as long as they have spell slots of the level you give them. You regain all Coven Points at the end of a long rest.
At level 14, you may give a spell slot of 5th level or lower to a creature that has the Spellcasting or Pact Magic feature of a level spell slot they have while using this feature, expending no spell slot to do so. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of your next long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Okay, that's the class so far. This is a previous ability, now replaced by the Magic Charms, which were the jinxes. These may be used as some of the Malisons for the new ability, which I will need help developing.
Jinx of Obscuring
The target becomes blinded or deafened (your choice), and remains that way for the next minute. The creature may make a Wisdom saving throw at the end of each of their turns, ending this effect on a success.
Jinx of Immobility
The targets speeds become 0, and it cannot be increased in any way for the next minute. The creature may make a Strength saving throw at the end of each of their turns, ending this effect on a success.
Jinx of Stupidity
The target must target the closest creature to it with its attacks and other harmful effects. The creature may make an Intelligence saving throw at the end of each of their turns, ending this effect on a success.
Jinx of the Cowardly
The target is frightened by you, and must use all of its movement moving directly away from you on their turns. The creature may make a Charisma saving throw at the end of each of their turns, ending this effect on a success.
Jinx of Enfeebling
The target has disadvantage on all attack rolls and it has disadvantage on Strength checks. The creature may make a Constitution saving throw at the end of each of their turns, ending this effect on a success.
Jinx of Clumsiness
The target has disadvantage on all Dexterity saving throws and all attack rolls made against it have advantage. The creature may make a Dexterity saving throw at the end of each of their turns, ending this effect on a success.
Malisons will be curses and amplifiers of your attacking abilities, Wards will give you immunities to differing conditions, one might give magic resistance, and so on, while Favors will be boons that you can use on yourself or allies and other minor blessings.
I will also need help with the subclasses. I have a general idea for it, but will need help ironing them out more.
This is really cool! Hopeful for the finished result! :D
The unearthly paths are really OP in my opinion though. Like as a GM, I would be kinda annoyed if the BBEG was effected by a dark malediction, especially saying it makes sense for the BBEG to be targeted by the ability and you know, not a random minion, which results in an “doctor evil suddenly teleports away” scenario to stop a super easy fight against the big bad. I love the ability concept though! Maybe have there be saves against the effects that could be repeated over until the effect is over or instead, dramatically reduced in power.
Note that I am a newish person to D&D so I am not the best with balancing.
When you cast a spell that makes an attack or forces a creature to make a saving throw, you may curse the creatures affected by this spell. When you do so, each creature who fails the spell's saving throw or was hit by the attack becomes blinded or deafened (your choice) and remains that way for one minute. At the end of each of an effected creature's turns, they may make a Wisdom saving throw against your spell save DC, ending this effect on a success.
You may use this feature once, regaining the ability to do so when you finish a long rest.
Ward of Magic Resistance
Prerequisites: Grey Path, Level 10
You have advantage on saving throws against spells and other magical effects.
Favor of Speed
Prerequisites: White Path, Level 5
As an action, you can quicken the steps of an ally you can see within 60 feet of you. For the next minute, the blessed creature's speeds increase by 10 feet, and they can make two bonus actions on their turn, if available.
So, those are some of the possible charms. That's it for today, I'll do more tomorrow. All of these can change (obviously) but that's the current template I'm thinking of.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Occultists who practice light magic absorb and store light that they experience in their everyday lives, and use the energy to fuel their arcane spells. Though they are not born with this power, and do not bargain or barter for this power with extaplanar entities, they do learn to develop it. Using unearthly knowledge that they discover in their occult practices, they form a symbiotic relationship with radiation, harnessing it for their magic, and releasing it in bursts of bright power. Though those who use Light Magic most often are of the White Path, it is not uncommon to find practitioners of the Grey Path, or even more rarely the Black Path can use this line of magic.
Those of the White Path who practice the Light Line of magic typically focus on blessing others while blasting their enemies with bright light, similar to the sun's light. Those of the Grey Path who use the Light Line often cause themselves to glow as they surround themselves with wards, emitting dim light wherever they go. Black Path practitioners who use this line focus their absorbed energy into harmful radiation, cursing those who they despise and incinerating them with unearthly light. No matter their path, these occultists evoke powerful radiant energy which they use to blind, harm, and slay those they unleash their powers on.
Line Spells
You gain line spells a the occultist levels listed.
At level 3, you can surround yourself in an aura of bright, blinding light and blast others with this power. You know and can cast the sacred flame, and it counts as an occultist spell for you. As an action, you can choose to start shedding bright light in a 30 foot radius around you, and dim light an additional 30 feet. When you use this action, you can focus this light on any number of creatures in the range of the bright light of your choice, forcing them to make a Constitution saving throw against your spell save DC. On a failed save, they take radiant damage equal to 2d6 + your Intelligence modifier and become blinded, or half as much on a successful save and not become blinded. A blinded creature remains blinded for one minute, and can repeat the saving throw at the end of each of their turns, ending the effect on a success. This light remains until you dismiss it as an action or you become unconscious.
At level 7, the damage dice for this feature increases to 3d6, 4d6 at level 11, and 5d6 at 15th level.
Once you use this feature, you may not do so again until you finish a long rest. In order to use this ability, you must be within direct contact of bright light produced in a way other than this feature or your spells sometime during the day for at least one minute.
Draining Radiance
When you gain this feature at 7th level, your power over radiance allows you to better focus your light to harm others. Once on each of your turns, when you deal radiant damage to a creature with a spell of 1st-level or higher, you can force them to take one exhaustion. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest.
One with Light
Starting at level 11, you are completely suffused with bright energy, giving you immunity to radiant damage. Additionally, when you cast a spell that deals radiant damage, instead of rolling for damage, you can instead deal the most damage possible with that spell. Once you use this ability, you cannot do so again until you finish a long rest.
Light Energy
At 15th level, when you are in bright light, you can harm others with beams of light. While completely in bright light of any source, you can channel the energy you absorb into a beam of light. As a bonus action, make a ranged spell attack using your spell attack bonus to hit, choosing any creature or object within 60 feet of you to shoot a beam of bright light at. On a hit, you deal radiant damage equal to 2d10 + your Intelligence modifier.
Okay, any thoughts?
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
No problem. Anyone have any thoughts on specific abilities?
Draining radiance is OP in my opinion. Maybe the exhaustion can’t stack (maybe it could stack at like super high level to like level 2 or 3 of exhaustion)? Like several levels of exhaustion on a boss? Ooooof the players will cream that encounter unless the boss monster is absurdly powerful.
Also another small issue I have with the class in general is the really good abilities at level 1 given by paths that make multiclassing into even a single level of the class insanely strong. Maybe the curses at level 1 should start off weak but get stronger until what they are currently at level 5 or so.
I really like this class and if these things were changed than I would totally allow this in my games if someone wanted, and maybe even tell players about this class.
No problem. Anyone have any thoughts on specific abilities?
Draining radiance is OP in my opinion. Maybe the exhaustion can’t stack (maybe it could stack at like super high level to like level 2 or 3 of exhaustion)? Like several levels of exhaustion on a boss? Ooooof the players will cream that encounter unless the boss monster is absurdly powerful.
Also another small issue I have with the class in general is the really good abilities at level 1 given by paths that make multiclassing into even a single level of the class insanely strong. Maybe the curses at level 1 should start off weak but get stronger until what they are currently at level 5 or so.
I really like this class and if these things were changed than I would totally allow this in my games if someone wanted, and maybe even tell players about this class.
You mean sickening radiance? I'm not taking that off their spell list, it fits the vibe. The balance of the spells had no factor for when I created the spell list, the theme was all that mattered.
I might end up moving the level 1 abililty to level 3, and the subclass to level one. Would that fix things?
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
No what I mean was that the level 1 abilities could be gotten instantly with a single level and that was OP and I am glad that you are considering making the subclass level 1 and the level 1 features level 3 as that would balance things out.
I know draining radiance is level 7 but I think it is still quite OP for level 7 if you could stack the exhaustion. Maybe two levels of exhaustion could be stacked up with draining radiance, but then the dark malediction from the black path would really shine well with it and players may abuse that exhaustion. Maybe have it so that black path couldn’t take this subclass if the exhaustion could stack to even 2nd level exhaustion with draining radiance alone. AKA I’d say the exhaustion via draining radiance shouldn’t be able to stack with exhaustion granted also from draining radiance, or have it stack only up to level 2 exhaustion if black path can’t take this subclass (which would make sense lore wise).
No what I mean was that the level 1 abilities could be gotten instantly with a single level and that was OP.
I know draining radiance is level 7 but I think it is still quite OP for level 7 if you could stack the exhaustion. Maybe two levels of exhaustion could be stacked up with draining radiance, but then the dark malediction from the black path would really shine well with it and players may abuse that exhaustion. Maybe have it so that black path couldn’t take this subclass if the exhaustion could stack to even 2nd level exhaustion with draining radiance alone. AKA I’d say the exhaustion via draining radiance shouldn’t be able to stack with exhaustion granted also from draining radiance, or have it stack only up to level 2 exhaustion if black path can’t take this subclass (which would make sense lore wise).
Sorry for the misconception.
Okay. As I said above, I will probably switch the subclass to level 1, and the level 1 ability to level 2 or 3.
I'll see if the exhaustion is OP. It's an underused, yet powerful ability.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
As an occultist, you gain the following class features.
Hit Points
Hit Dice: 1d6 per occultist level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per occultist level after 1st
Proficiencies
Armor: None Weapons: Simple weapons Tools: Brewers' Tools or Alchemists' Supplies Saving Throws: Intelligence, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Deception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any simple weapon of your choice
(a) a component pouch or (b) a trinket or (c) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
A grimoire
Spellcasting
As a practitioner of arcane magic, you have a grimoire containing spells that allow you to channel your dark spells.
Cantrips
At 1st level, you know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table.
Grimoire
At 1st level, you have 2 occultist spells that have the ritual tag written in your grimoire. Your grimoire is where you write your ritual spells, and can cast those spells only while holding your grimoire. If you cast a ritual spell from your grimoire as its original casting time, you don't need to prepare that spell, and must be holding your grimoire at the time of the casting. You cannot prepare spells that have the ritual tag, and can only prepare spells that are not in your grimoire.
(Copying ritual spells into the book functions as copying a spell into a spellbook from the wizard sidebar.)
Preparing and Casting Spells
The Occultist table shows how many spell slots you have to cast your witch spells. To cast one of your witch spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of occultist spells that are available for you to cast, choosing from the occultist spell list. When you do so, choose an amount of occultist spells equal to your Intelligence modifier + your witch level. These spells must be of a level that you have spell slots. For example, if you’re a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of occultist spells requires time spent doing dark rites using your spellcasting focus and grimoire: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your occultist spells: your understanding of the dark threads of magic allow you to wield these spells with superior skill. You use your Intelligence whenever a occultist 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 a occultist spell as a ritual if that spell has the ritual tag and is written in your grimoire.
Spellcasting Focus
You can use an arcane focus or any of the following items as a spellcasting focus for your witch spells; lantern, crystal ball, candle, needle, a jar, a bottle, fragment of obsidian, or a skull.
Occultist Spell List
Here's the list of spells you consult when you learn an occultist spell. The list is organized by spell level, not character level.
These spells are from the Player's Handbook and Xanathar's Guide to Everything
Cantrips (0 Level)
acid splash chill touch dancing lights friends infestation light mage hand mending message minor illusion poison spray primal savagery thorn whip toll the dead witchcraft (see end of class description)
1st Level
armor of agathys cause fear charm person command comprehend languages cure wounds detect magic disguise self dissonant whispers faerie fire false life feather fall hellish rebuke hex identify inflict wounds jump longstrider mage armor protection from evil and good ray of sickness silent image sleep speak with animals tasha's hideous laughter unseen servant witch bolt
2nd Level
alter self animal messenger blindness/deafness blur cloud of daggers continual flame crown of madness darkness darkvision detect thoughts earthbind enhance ability enthrall heat metal hold person invisibility levitate locate object magic mouth melf's acid arrow misty step phantasmal force ray of enfeeblement rope trick scorching ray see invisibility shadow blade skywrite spider climb suggestion web
3rd Level
bestow curse blink clairvoyance counterspell dispell magic fear feign death fly glyph of warding haste hypnotic pattern leomund's tiny hut life transference magic circle major image nondetection phantom steed remove curse sending slow speak with dead spirit guardians stinking cloud summon lesser demons tongues vampiric touch
animate objects antilife shell awaken cloudkill contact other plane contagion dominate person dream enervation far step geas hold monster infernal calling insect plague legend lore mislead modify memory negative energy flood planar binding rary's telepathic bond scrying seeming teleportation circle
6th Level
circle of death conjure fey create homunculus disintegrate eyebite flesh to stone harm magic jar mass suggestion mental prison otto's irresistible dance programmed illusion soul cage true seeing wall of thorns
7th Level
etherealness finger of death mirage arcane mordenkainen's magnificent mansion plane shift project image sequester simulacrum symbol
8th Level
abi-dalzim's horrid wilting antimagic field antipathy/sympathy clone demiplane dominate monster feeblemind glibness illusory dragon maddening darkness maze mind blank power word stun
9th Level
foresight gate imprisonment mass polymorph power word kill psychic scream true polymorph weird wish
Magic Line
At 1st level, you choose your favored source of magic. You can focus on one specific archetype of magic, allowing you to gain more power in that specific field of magic. Choose from one of the ways to focus your magic: Blood Line, Bone Magic, Familiar Magic, Morph Magic, Earth Magic, Light Magic, Dark Magic, and Mixture Magic, all detailed at the end of the class description.
Your choice grants you features at 1st level, and again at 7th, 11th, and 15th level.
Unearthly Path
At level 2, you choose the type of magic that fuels your spells and other occult abilities, ranging from dark aberrant powers to light blessing magic. Pick one of the following paths: Black Path, Grey Path, or White Path. Those who practice dark magic typically lean towards evil arts and tempted by darker beings, practitioners of grey magic normally are neutral and empower themselves, while studiers white magic support their allies and are most often good.
When you choose your Unearthly Path, you gain an ability listed below, corresponding to the path you choose.
Dark Malediction
You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects:
They gain one exhaustion.
They take extra damage from your spells and attacks equal to your Intelligence modifier (minimum of one damage).
They have disadvantage on the first attack roll they make on each of their turns.
They cannot make reactions.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
You gain resistance to force damage, as well as the ability to shield and empower yourself from others' harmful effects. As a bonus action, you can surround yourself in a pale aura of protecting energy. This ward lasts for 1 minute or until you drop to 0 hit points, and grants you the following effects:
You gain an amount of temporary hit points equal to your occultist level + your Intelligence modifier (minimum of 1 hit point).
When you make a saving throw against an effect that would damage you, you may use your reaction to make the saving throw at advantage.
You have advantage on ability checks made on your turn.
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
You gain resistance to radiant damage, as well as the ability to bestow a beneficial charm upon an ally or yourself. As a bonus action, choose one willing creature within 60 feet of you (including yourself) to give this blessing to. This blessing lasts for 1 minute or until the blessed creature drops to 0 hit points, granting them the following benefits:
Attack rolls made to attack that creature are made at disadvantage.
They regain an amount of hit points at the start of each of their turns equal to your proficiency bonus.
They have advantage on the first attack roll they make on each of their turn.
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Starting at 3rd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description.
When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them).
Coven Rite
Beginning at level 3, you are a master of sharing spellcasting with others. At the end of a short or long rest, you may perform a ritual with other spellcasters, the ritual taking at least 10 minutes of the rest per spellcaster. You may give another willing caster your spell slots, or they may give you spell slots. They must expend a spell slot that they have to give you the spell slot, and you must do the same to give another caster a spell slot. The spell slot they gain must be of a level they could already cost, and they gain the slot equal to the level expended. The spell slot that they receive lasts until they use it or finish a long rest.
While you are performing this ritual, you gain an amount of Coven Points equal to your Intelligence modifier (minimum of one). When performing a ritual, you may expend Coven Points to give yourself or another spellcaster that is doing the ritual with you extra spell slots equal to the amount of Coven Points you expend, as long as they have spell slots of the level you give them. You regain all Coven Points at the end of a long rest.
At level 14, you may give a spell slot of 5th level or lower to a creature that has the Spellcasting or Pact Magic feature of a level spell slot they have while using this feature, expending no spell slot to do so. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of your next long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
As an occultist, you gain the following class features.
Hit Points
Hit Dice: 1d6 per occultist level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per occultist level after 1st
Proficiencies
Armor: None Weapons: Simple weapons Tools: Brewers' Tools or Alchemists' Supplies Saving Throws: Intelligence, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Deception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any simple weapon of your choice
(a) a component pouch or (b) a trinket or (c) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
A grimoire
Spellcasting
As a practitioner of arcane magic, you have a grimoire containing spells that allow you to channel your dark spells.
Cantrips
At 1st level, you know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table.
Grimoire
At 1st level, you have 2 occultist spells that have the ritual tag written in your grimoire. Your grimoire is where you write your ritual spells, and can cast those spells only while holding your grimoire. If you cast a ritual spell from your grimoire as its original casting time, you don't need to prepare that spell, and must be holding your grimoire at the time of the casting. You cannot prepare spells that have the ritual tag, and can only prepare spells that are not in your grimoire.
(Copying ritual spells into the book functions as copying a spell into a spellbook from the wizard sidebar.)
Preparing and Casting Spells
The Occultist table shows how many spell slots you have to cast your witch spells. To cast one of your witch spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of occultist spells that are available for you to cast, choosing from the occultist spell list. When you do so, choose an amount of occultist spells equal to your Intelligence modifier + your witch level. These spells must be of a level that you have spell slots. For example, if you’re a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of occultist spells requires time spent doing dark rites using your spellcasting focus and grimoire: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your occultist spells: your understanding of the dark threads of magic allow you to wield these spells with superior skill. You use your Intelligence whenever a occultist 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 a occultist spell as a ritual if that spell has the ritual tag and is written in your grimoire.
Spellcasting Focus
You can use an arcane focus or any of the following items as a spellcasting focus for your witch spells; lantern, crystal ball, candle, needle, a jar, a bottle, fragment of obsidian, or a skull.
Occultist Spell List
Here's the list of spells you consult when you learn an occultist spell. The list is organized by spell level, not character level.
These spells are from the Player's Handbook and Xanathar's Guide to Everything
Cantrips (0 Level)
acid splash chill touch dancing lights friends infestation light mage hand mending message minor illusion poison spray primal savagery thorn whip toll the dead witchcraft (see end of class description)
1st Level
armor of agathys cause fear charm person command comprehend languages cure wounds detect magic disguise self dissonant whispers faerie fire false life feather fall hellish rebuke hex identify inflict wounds jump longstrider mage armor protection from evil and good ray of sickness silent image sleep speak with animals tasha's hideous laughter unseen servant witch bolt
2nd Level
alter self animal messenger blindness/deafness blur cloud of daggers continual flame crown of madness darkness darkvision detect thoughts earthbind enhance ability enthrall heat metal hold person invisibility levitate locate object magic mouth melf's acid arrow misty step phantasmal force ray of enfeeblement rope trick scorching ray see invisibility shadow blade skywrite spider climb suggestion web
3rd Level
bestow curse blink clairvoyance counterspell dispell magic fear feign death fly glyph of warding haste hypnotic pattern leomund's tiny hut life transference magic circle major image nondetection phantom steed remove curse sending slow speak with dead spirit guardians stinking cloud summon lesser demons tongues vampiric touch
animate objects antilife shell awaken cloudkill contact other plane contagion dominate person dream enervation far step geas hold monster infernal calling insect plague legend lore mislead modify memory negative energy flood planar binding rary's telepathic bond scrying seeming teleportation circle
6th Level
circle of death conjure fey create homunculus disintegrate eyebite flesh to stone harm magic jar mass suggestion mental prison otto's irresistible dance programmed illusion soul cage true seeing wall of thorns
7th Level
etherealness finger of death mirage arcane mordenkainen's magnificent mansion plane shift project image sequester simulacrum symbol
8th Level
abi-dalzim's horrid wilting antimagic field antipathy/sympathy clone demiplane dominate monster feeblemind glibness illusory dragon maddening darkness maze mind blank power word stun
9th Level
foresight gate imprisonment mass polymorph power word kill psychic scream true polymorph weird wish
Magic Line
At 1st level, you choose your favored source of magic. You can focus on one specific archetype of magic, allowing you to gain more power in that specific field of magic. Choose from one of the ways to focus your magic: Blood Line, Bone Magic, Familiar Magic, Morph Magic, Earth Magic, Light Magic, Dark Magic, and Mixture Magic, all detailed at the end of the class description.
Your choice grants you features at 1st level, and again at 7th, 11th, and 15th level.
Unearthly Path
At level 2, you choose the type of magic that fuels your spells and other occult abilities, ranging from dark aberrant powers to light blessing magic. Pick one of the following paths: Black Path, Grey Path, or White Path. Those who practice dark magic typically lean towards evil arts and tempted by darker beings, practitioners of grey magic normally are neutral and empower themselves, while studiers white magic support their allies and are most often good.
When you choose your Unearthly Path, you gain an ability listed below, corresponding to the path you choose.
Dark Malediction
You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects:
They gain one exhaustion.
They take extra damage from your spells and attacks equal to your Intelligence modifier (minimum of one damage).
They have disadvantage on the first attack roll they make on each of their turns.
They cannot make reactions.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
You gain resistance to force damage, as well as the ability to shield and empower yourself from others' harmful effects. As a bonus action, you can surround yourself in a pale aura of protecting energy. This ward lasts for 1 minute or until you drop to 0 hit points, and grants you the following effects:
You gain an amount of temporary hit points equal to your occultist level + your Intelligence modifier (minimum of 1 hit point).
When you make a saving throw against an effect that would damage you, you may use your reaction to make the saving throw at advantage.
You have advantage on ability checks made on your turn.
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
You gain resistance to radiant damage, as well as the ability to bestow a beneficial charm upon an ally or yourself. As a bonus action, choose one willing creature within 60 feet of you (including yourself) to give this blessing to. This blessing lasts for 1 minute or until the blessed creature drops to 0 hit points, granting them the following benefits:
Attack rolls made to attack that creature are made at disadvantage.
They regain an amount of hit points at the start of each of their turns equal to your proficiency bonus.
They have advantage on the first attack roll they make on each of their turn.
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Starting at 3rd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description.
When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them).
Coven Rite
Beginning at level 3, you are a master of sharing spellcasting with others. At the end of a short or long rest, you may perform a ritual with other spellcasters, the ritual taking at least 10 minutes of the rest per spellcaster. You may give another willing caster your spell slots, or they may give you spell slots. They must expend a spell slot that they have to give you the spell slot, and you must do the same to give another caster a spell slot. The spell slot they gain must be of a level they could already cost, and they gain the slot equal to the level expended. The spell slot that they receive lasts until they use it or finish a long rest.
While you are performing this ritual, you gain an amount of Coven Points equal to your Intelligence modifier (minimum of one). When performing a ritual, you may expend Coven Points to give yourself or another spellcaster that is doing the ritual with you extra spell slots equal to the amount of Coven Points you expend, as long as they have spell slots of the level you give them. You regain all Coven Points at the end of a long rest.
At level 14, you may give a spell slot of 5th level or lower to a creature that has the Spellcasting or Pact Magic feature of a level spell slot they have while using this feature, expending no spell slot to do so. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of your next long rest.
Binding Charms
Starting at 3rd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description.
When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
I love this way more! :D You did write binding charms twice though on the ability list!
As an occultist, you gain the following class features.
Hit Points
Hit Dice: 1d6 per occultist level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per occultist level after 1st
Proficiencies
Armor: None Weapons: Simple weapons Tools: Brewers' Tools or Alchemists' Supplies Saving Throws: Intelligence, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Deception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any simple weapon of your choice
(a) a component pouch or (b) a trinket or (c) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
A grimoire
Spellcasting
As a practitioner of arcane magic, you have a grimoire containing spells that allow you to channel your dark spells.
Cantrips
At 1st level, you know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table.
Grimoire
At 1st level, you have 2 occultist spells that have the ritual tag written in your grimoire. Your grimoire is where you write your ritual spells, and can cast those spells only while holding your grimoire. If you cast a ritual spell from your grimoire as its original casting time, you don't need to prepare that spell, and must be holding your grimoire at the time of the casting. You cannot prepare spells that have the ritual tag, and can only prepare spells that are not in your grimoire.
(Copying ritual spells into the book functions as copying a spell into a spellbook from the wizard sidebar.)
Preparing and Casting Spells
The Occultist table shows how many spell slots you have to cast your witch spells. To cast one of your witch spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of occultist spells that are available for you to cast, choosing from the occultist spell list. When you do so, choose an amount of occultist spells equal to your Intelligence modifier + your witch level. These spells must be of a level that you have spell slots. For example, if you’re a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of occultist spells requires time spent doing dark rites using your spellcasting focus and grimoire: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your occultist spells: your understanding of the dark threads of magic allow you to wield these spells with superior skill. You use your Intelligence whenever a occultist 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 a occultist spell as a ritual if that spell has the ritual tag and is written in your grimoire.
Spellcasting Focus
You can use an arcane focus or any of the following items as a spellcasting focus for your witch spells; lantern, crystal ball, candle, needle, a jar, a bottle, fragment of obsidian, or a skull.
Occultist Spell List
Here's the list of spells you consult when you learn an occultist spell. The list is organized by spell level, not character level.
These spells are from the Player's Handbook and Xanathar's Guide to Everything
Cantrips (0 Level)
acid splash chill touch dancing lights friends infestation light mage hand mending message minor illusion poison spray primal savagery thorn whip toll the dead witchcraft (see end of class description)
1st Level
armor of agathys cause fear charm person command comprehend languages cure wounds detect magic disguise self dissonant whispers faerie fire false life feather fall hellish rebuke hex identify inflict wounds jump longstrider mage armor protection from evil and good ray of sickness silent image sleep speak with animals tasha's hideous laughter unseen servant witch bolt
2nd Level
alter self animal messenger blindness/deafness blur cloud of daggers continual flame crown of madness darkness darkvision detect thoughts earthbind enhance ability enthrall heat metal hold person invisibility levitate locate object magic mouth melf's acid arrow misty step phantasmal force ray of enfeeblement rope trick scorching ray see invisibility shadow blade skywrite spider climb suggestion web
3rd Level
bestow curse blink clairvoyance counterspell dispell magic fear feign death fly glyph of warding haste hypnotic pattern leomund's tiny hut life transference magic circle major image nondetection phantom steed remove curse sending slow speak with dead spirit guardians stinking cloud summon lesser demons tongues vampiric touch
animate objects antilife shell awaken cloudkill contact other plane contagion dominate person dream enervation far step geas hold monster infernal calling insect plague legend lore mislead modify memory negative energy flood planar binding rary's telepathic bond scrying seeming teleportation circle
6th Level
circle of death conjure fey create homunculus disintegrate eyebite flesh to stone harm magic jar mass suggestion mental prison otto's irresistible dance programmed illusion soul cage true seeing wall of thorns
7th Level
etherealness finger of death mirage arcane mordenkainen's magnificent mansion plane shift project image sequester simulacrum symbol
8th Level
abi-dalzim's horrid wilting antimagic field antipathy/sympathy clone demiplane dominate monster feeblemind glibness illusory dragon maddening darkness maze mind blank power word stun
9th Level
foresight gate imprisonment mass polymorph power word kill psychic scream true polymorph weird wish
Magic Line
At 1st level, you choose your favored source of magic. You can focus on one specific archetype of magic, allowing you to gain more power in that specific field of magic. Choose from one of the ways to focus your magic: Blood Line, Bone Magic, Familiar Magic, Morph Magic, Earth Magic, Light Magic, Dark Magic, and Mixture Magic, all detailed at the end of the class description.
Your choice grants you features at 1st level, and again at 7th, 11th, and 15th level.
Unearthly Path
At level 2, you choose the type of magic that fuels your spells and other occult abilities, ranging from dark aberrant powers to light blessing magic. Pick one of the following paths: Black Path, Grey Path, or White Path. Those who practice dark magic typically lean towards evil arts and tempted by darker beings, practitioners of grey magic normally are neutral and empower themselves, while studiers white magic support their allies and are most often good.
When you choose your Unearthly Path, you gain an ability listed below, corresponding to the path you choose.
Dark Malediction
You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects:
They gain one exhaustion.
They take extra damage from your spells and attacks equal to your Intelligence modifier (minimum of one damage).
They have disadvantage on the first attack roll they make on each of their turns.
They cannot make reactions.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
You gain resistance to force damage, as well as the ability to shield and empower yourself from others' harmful effects. As a bonus action, you can surround yourself in a pale aura of protecting energy. This ward lasts for 1 minute or until you drop to 0 hit points, and grants you the following effects:
You gain an amount of temporary hit points equal to your occultist level + your Intelligence modifier (minimum of 1 hit point).
When you make a saving throw against an effect that would damage you, you may use your reaction to make the saving throw at advantage.
You have advantage on ability checks made on your turn.
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
You gain resistance to radiant damage, as well as the ability to bestow a beneficial charm upon an ally or yourself. As a bonus action, choose one willing creature within 60 feet of you (including yourself) to give this blessing to. This blessing lasts for 1 minute or until the blessed creature drops to 0 hit points, granting them the following benefits:
Attack rolls made to attack that creature are made at disadvantage.
They regain an amount of hit points at the start of each of their turns equal to your proficiency bonus.
They have advantage on the first attack roll they make on each of their turn.
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Starting at 3rd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description.
When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them).
Coven Rite
Beginning at level 3, you are a master of sharing spellcasting with others. At the end of a short or long rest, you may perform a ritual with other spellcasters, the ritual taking at least 10 minutes of the rest per spellcaster. You may give another willing caster your spell slots, or they may give you spell slots. They must expend a spell slot that they have to give you the spell slot, and you must do the same to give another caster a spell slot. The spell slot they gain must be of a level they could already cost, and they gain the slot equal to the level expended. The spell slot that they receive lasts until they use it or finish a long rest.
While you are performing this ritual, you gain an amount of Coven Points equal to your Intelligence modifier (minimum of one). When performing a ritual, you may expend Coven Points to give yourself or another spellcaster that is doing the ritual with you extra spell slots equal to the amount of Coven Points you expend, as long as they have spell slots of the level you give them. You regain all Coven Points at the end of a long rest.
At level 14, you may give a spell slot of 5th level or lower to a creature that has the Spellcasting or Pact Magic feature of a level spell slot they have while using this feature, expending no spell slot to do so. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of your next long rest.
Binding Charms
Starting at 3rd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description.
When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
I love this way more! :D You did write binding charms twice though on the ability list!
Ah, fixed now. I'm close to finishing some subclasses, which I will do soon.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Okay, here's the Occultist class, meant to be the witchcraft and fringe magic user. It is still open to revisions and comments, and is a work in progress. This is the first draft, the current version is in the second spoiler.
The Occultist
Wrapped in a dark, shadowy cloak that are an emblem of his dark power, a shadar-kai steps forward out of the alleyway. Her right hand fiddles with a crystal ball covered in arcane symbols, while her irises flash greenish-yellow. In her left hand is a shiny steel dagger, dripping with blood. Murmuring a dark incantation, she points the crystal ball at a knight, causing him to collapse to the floor, screaming in pain.
In the middle of a raging battle, a man wearing a white robe and a metal mask steps forward with a green wooden-staff, with arcane symbols etched into it, glowing a light purple. He kneels by a fallen child who ran onto the battlefield and was hit in the shoulder by an arrow. The battle continues, yet he surrounds them in an field of protecting energy. He puts his staff over the wound, causing the tip of it to begin to glow white. Blood stops pouring out of the wound as it closes off and the arrow is pushed out safely from the shoulder. The man then lifts the child into the air, and walks off of the field untouched.
A noble sits by a mirror, getting ready for a party hosted by him in his home. Looking in the mirror he straightens his dress coat, and sees something flash in the mirror, the eye of humanoid creature. He stumbles back and yelps, turning back towards the looking glass, seeing nothing. Though the eye is gone, he still feels something strange, a tingling icy sensations, as if he's being watched.
Within a dark cave, a coven of occultists gather around a glowing green cauldron, chanting words in Infernal. As they channel their magic together, one member adds the last ingredient to the mixture, the tentacle of an illithid. The water hisses, dissolving the last unearthly addition, and a small creature climbs out of the cauldron, and then another, and another. Three familiars leap out of the boiling mixture, coiling themselves around the shoulder of their mistress.
Occultists are masters of dark and strange magic, exemplars of unearthly power, channeling their magic through trinkets and gross items. Members of this class call themselves Mages, Witches, and Occultists. The class, like the wizard, channels their magic from the weave of magic that covers the multiverse, but instead of using a vast variety of arcane spells for utility and combat purposes, the occultist generally focuses on the darker, taboo side of magic. They can spy on enemies with scrying spells, curse them with hexes, jinxes, and other dark magic, as well as using blood and bones to fuel and focus their spells.
Occultist
Class Features
As an occultist, you gain the following class features.
Hit Points
Hit Dice: 1d6 per occultist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per occultist level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Brewers' Tools or Alchemists' Supplies
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Deception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Spellcasting
As a practitioner of arcane magic, you have a grimoire containing spells that allow you to channel your dark spells.
Cantrips
At 1st level, you know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table.
Grimoire
At 1st level, you have 2 occultist spells that have the ritual tag written in your grimoire. Your grimoire is where you write your ritual spells, and can cast those spells only while holding your grimoire. If you cast a ritual spell from your grimoire as its original casting time, you don't need to prepare that spell, and must be holding your grimoire at the time of the casting. You cannot prepare spells that have the ritual tag, and can only prepare spells that are not in your grimoire.
(Copying ritual spells into the book functions as copying a spell into a spellbook from the wizard sidebar.)
Preparing and Casting Spells
The Occultist table shows how many spell slots you have to cast your witch spells. To cast one of your witch spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of occultist spells that are available for you to cast, choosing from the occultist spell list. When you do so, choose an amount of occultist spells equal to your Intelligence modifier + your witch level. These spells must be of a level that you have spell slots.
For example, if you’re a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of occultist spells requires time spent doing dark rites using your spellcasting focus and grimoire: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your occultist spells: your understanding of the dark threads of magic allow you to wield these spells with superior skill. You use your Intelligence whenever a occultist 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 a occultist spell as a ritual if that spell has the ritual tag and is written in your grimoire.
Spellcasting Focus
You can use an arcane focus or any of the following items as a spellcasting focus for your witch spells; lantern, crystal ball, candle, needle, a jar, a bottle, fragment of obsidian, or a skull.
Occultist Spell List
Here's the list of spells you consult when you learn an occultist spell. The list is organized by spell level, not character level.
These spells are from the Player's Handbook and Xanathar's Guide to Everything
Cantrips (0 Level)
acid splash
chill touch
dancing lights
friends
infestation
light
mage hand
mending
message
minor illusion
poison spray
primal savagery
thorn whip
toll the dead
witchcraft (see end of class description)
1st Level
armor of agathys
cause fear
charm person
command
comprehend languages
cure wounds
detect magic
disguise self
dissonant whispers
faerie fire
false life
feather fall
hellish rebuke
hex
identify
inflict wounds
jump
longstrider
mage armor
protection from evil and good
ray of sickness
silent image
sleep
speak with animals
tasha's hideous laughter
unseen servant
witch bolt
2nd Level
alter self
animal messenger
blindness/deafness
blur
cloud of daggers
continual flame
crown of madness
darkness
darkvision
detect thoughts
earthbind
enhance ability
enthrall
heat metal
hold person
invisibility
levitate
locate object
magic mouth
melf's acid arrow
misty step
phantasmal force
ray of enfeeblement
rope trick
scorching ray
see invisibility
shadow blade
skywrite
spider climb
suggestion
web
3rd Level
bestow curse
blink
clairvoyance
counterspell
dispell magic
fear
feign death
fly
glyph of warding
haste
hypnotic pattern
leomund's tiny hut
life transference
magic circle
major image
nondetection
phantom steed
remove curse
sending
slow
speak with dead
spirit guardians
stinking cloud
summon lesser demons
tongues
vampiric touch
4th Level
arcane eye
banishment
blight
charm monster
compulsion
confusion
conjure woodland beings
divination
evard's black tentacles
giant insect
greater invisibility
hallucinatory terrain
leomund's secret chest
locate creature
mordenkainen's faithful hound
mordenkainen's private sanctum
phantasmal killer
polymorph
shadow of moil
sickening radiance
summon greater demon
vitriolic sphere
5th Level
animate objects
antilife shell
awaken
cloudkill
contact other plane
contagion
dominate person
dream
enervation
far step
geas
hold monster
infernal calling
insect plague
legend lore
mislead
modify memory
negative energy flood
planar binding
rary's telepathic bond
scrying
seeming
teleportation circle
6th Level
circle of death
conjure fey
create homunculus
disintegrate
eyebite
flesh to stone
harm
magic jar
mass suggestion
mental prison
otto's irresistible dance
programmed illusion
soul cage
true seeing
wall of thorns
7th Level
etherealness
finger of death
mirage arcane
mordenkainen's magnificent mansion
plane shift
project image
sequester
simulacrum
symbol
8th Level
abi-dalzim's horrid wilting
antimagic field
antipathy/sympathy
clone
demiplane
dominate monster
feeblemind
glibness
illusory dragon
maddening darkness
maze
mind blank
power word stun
9th Level
foresight
gate
imprisonment
mass polymorph
power word kill
psychic scream
true polymorph
weird
wish
Unearthly Path
At level 1, you choose the type of magic that fuels your spells and other occult abilities, ranging from dark aberrant powers to light blessing magic. Pick one of the following paths: Black Path, Grey Path, or White Path. Those who practice dark magic typically lean towards evil arts and tempted by darker beings, practitioners of grey magic normally are neutral and empower themselves, while studiers white magic support their allies and are most often good.
When you choose your Unearthly Path, you gain an ability listed below, corresponding to the path you choose.
Dark Malediction
You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects:
Once you use this feature, you cannot do so again until you finish a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Path Spells
Black Path Spells
1st
hex
3rd
blindness/deafness
5th
bestow curse
7th
compulsion
9th
dream
Pallid Aura
You gain resistance to force damage, as well as the ability to shield and empower yourself from others' harmful effects. As a bonus action, you can surround yourself in a pale aura of protecting energy. This ward lasts for 1 minute or until you drop to 0 hit points, and grants you the following effects:
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Path Spells
Grey Path Spells
1st
shield
3rd
barkskin
5th
protection from energy
7th
stoneskin
9th
wall of force
Ivory Benison
You gain resistance to radiant damage, as well as the ability to bestow a beneficial charm upon an ally or yourself. As a bonus action, choose one willing creature within 60 feet of you (including yourself) to give this blessing to. This blessing lasts for 1 minute or until the blessed creature drops to 0 hit points, granting them the following benefits:
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Path Spells
White Path Spells
1st
bless
3rd
aid
5th
beacon of hope
7th
death ward
9th
circle of power
Magic Charms
Starting at 2nd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description.
When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them).
Coven Rite
Beginning at level 3, you are a master of sharing spellcasting with others. At the end of a short or long rest, you may perform a ritual with other spellcasters, the ritual taking at least 10 minutes of the rest per spellcaster. You may give another willing caster your spell slots, or they may give you spell slots. They must expend a spell slot that they have to give you the spell slot, and you must do the same to give another caster a spell slot. The spell slot they gain must be of a level they could already cost, and they gain the slot equal to the level expended. The spell slot that they receive lasts until they use it or finish a long rest.
While you are performing this ritual, you gain an amount of Coven Points equal to your Intelligence modifier (minimum of one). When performing a ritual, you may expend Coven Points to give yourself or another spellcaster that is doing the ritual with you extra spell slots equal to the amount of Coven Points you expend, as long as they have spell slots of the level you give them. You regain all Coven Points at the end of a long rest.
At level 14, you may give a spell slot of 5th level or lower to a creature that has the Spellcasting or Pact Magic feature of a level spell slot they have while using this feature, expending no spell slot to do so. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of your next long rest.
Magic Line
At 3rd level, you choose your favored source of magic. Up until this point, you were harnessing your magic from the general obscured powers that lurk in the multiverse, but now you can focus on one specific archetype of magic, allowing you to gain more power in that specific field of magic. Choose from one of the ways to focus your magic: Blood Line, Bone Magic, Familiar Magic, Morph Magic, Earth Magic, Light Magic, Dark Magic, and Mixture Magic, all detailed at the end of the class description.
Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Recycle Spells
At level 6, you can harness the lingering magic of spells you cast that fail. When you cast a spell and miss with an attack roll for a spell of 2nd-level or higher you cast on another creature that they succeed on the saving throw for or you miss with the attack roll for the spell, you may choose to cause the spell to have no effect if it would have done any damage or any other effect. When you do so, you can regain a spell slot of the spell's level or lower.
You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest.
New Spells
Witchcraft
evocation cantrip
As a practitioner of witch magic and dark spells, you are adept at focusing your magical powers to shape the environment around you. As an action while holding a spellcasting focus, you can cause one of the following magical effects of your choice to immediately happen:
This is the current class:
Occultist
Class Features
As an occultist, you gain the following class features.
Hit Points
Hit Dice: 1d6 per occultist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per occultist level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Brewers' Tools or Alchemists' Supplies
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Deception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Spellcasting
As a practitioner of arcane magic, you have a grimoire containing spells that allow you to channel your dark spells.
Cantrips
At 1st level, you know four cantrips of your choice from the occultist spell list. You learn additional occultist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table.
Grimoire
At 1st level, you have 2 occultist spells that have the ritual tag written in your grimoire. Your grimoire is where you write your ritual spells, and can cast those spells only while holding your grimoire. If you cast a ritual spell from your grimoire as its original casting time, you don't need to prepare that spell, and must be holding your grimoire at the time of the casting. You cannot prepare spells that have the ritual tag, and can only prepare spells that are not in your grimoire.
(Copying ritual spells into the book functions as copying a spell into a spellbook from the wizard sidebar.)
Preparing and Casting Spells
The Occultist table shows how many spell slots you have to cast your occultist spells. To cast one of your occultist spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of occultist spells that are available for you to cast, choosing from the occultist spell list. When you do so, choose an amount of occultist spells equal to your Intelligence modifier + your occultist level. These spells must be of a level that you have spell slots.
For example, if you’re a 3rd-level occultist, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of occultist spells requires time spent doing dark rites using your spellcasting focus and grimoire: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your occultist spells: your understanding of the dark threads of magic allow you to wield these spells with superior skill. You use your Intelligence whenever a occultist 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 a occultist spell as a ritual if that spell has the ritual tag and is written in your grimoire.
Spellcasting Focus
You can use an arcane focus or any of the following items as a spellcasting focus for your occultist spells; lantern, crystal ball, candle, needle, a jar, a bottle, fragment of obsidian, or a skull.
Occultist Spell List
Here's the list of spells you consult when you learn an occultist spell. The list is organized by spell level, not character level.
These spells are from the Player's Handbook and Xanathar's Guide to Everything
Cantrips (0 Level)
acid splash
chill touch
dancing lights
friends
infestation
light
mage hand
mending
message
minor illusion
poison spray
primal savagery
thorn whip
toll the dead
witchcraft (see end of class description)
1st Level
armor of agathys
cause fear
charm person
command
comprehend languages
cure wounds
detect magic
disguise self
dissonant whispers
faerie fire
false life
feather fall
hellish rebuke
hex
identify
inflict wounds
jump
longstrider
mage armor
protection from evil and good
ray of sickness
silent image
sleep
speak with animals
tasha's hideous laughter
unseen servant
witch bolt
2nd Level
alter self
animal messenger
blindness/deafness
blur
cloud of daggers
continual flame
crown of madness
darkness
darkvision
detect thoughts
earthbind
enhance ability
enthrall
heat metal
hold person
invisibility
levitate
locate object
magic mouth
melf's acid arrow
misty step
phantasmal force
ray of enfeeblement
rope trick
scorching ray
see invisibility
shadow blade
skywrite
spider climb
suggestion
web
3rd Level
bestow curse
blink
clairvoyance
counterspell
dispell magic
fear
feign death
fly
glyph of warding
haste
hypnotic pattern
leomund's tiny hut
life transference
magic circle
major image
nondetection
phantom steed
remove curse
sending
slow
speak with dead
spirit guardians
stinking cloud
summon lesser demons
tongues
vampiric touch
4th Level
arcane eye
banishment
blight
charm monster
compulsion
confusion
conjure woodland beings
divination
evard's black tentacles
giant insect
greater invisibility
hallucinatory terrain
leomund's secret chest
locate creature
mordenkainen's faithful hound
mordenkainen's private sanctum
phantasmal killer
polymorph
shadow of moil
sickening radiance
summon greater demon
vitriolic sphere
5th Level
animate objects
antilife shell
awaken
cloudkill
contact other plane
contagion
dominate person
dream
enervation
far step
geas
hold monster
infernal calling
insect plague
legend lore
mislead
modify memory
negative energy flood
planar binding
rary's telepathic bond
scrying
seeming
teleportation circle
6th Level
circle of death
conjure fey
create homunculus
disintegrate
eyebite
flesh to stone
harm
magic jar
mass suggestion
mental prison
otto's irresistible dance
programmed illusion
soul cage
true seeing
wall of thorns
7th Level
etherealness
finger of death
mirage arcane
mordenkainen's magnificent mansion
plane shift
project image
sequester
simulacrum
symbol
8th Level
abi-dalzim's horrid wilting
antimagic field
antipathy/sympathy
clone
demiplane
dominate monster
feeblemind
glibness
illusory dragon
maddening darkness
maze
mind blank
power word stun
9th Level
foresight
gate
imprisonment
mass polymorph
power word kill
psychic scream
true polymorph
weird
wish
Magic Line
At 1st level, you choose your favored source of magic. You can focus on one specific archetype of magic, allowing you to gain more power in that specific field of magic. Choose from one of the ways to focus your magic: Blood Line, Bone Magic, Familiar Magic, Morph Magic, Earth Magic, Light Magic, Dark Magic, and Mixture Magic, all detailed at the end of the class description.
Your choice grants you features at 1st level, and again at 7th, 11th, and 15th level.
Unearthly Path
At level 2, you choose the type of magic that fuels your spells and other occult abilities, ranging from dark aberrant powers to light blessing magic. Pick one of the following paths: Black Path, Grey Path, or White Path. Those who practice dark magic typically lean towards evil arts and tempted by darker beings, practitioners of grey magic normally are neutral and empower themselves, while studiers white magic support their allies and are most often good.
When you choose your Unearthly Path, you gain an ability listed below, corresponding to the path you choose.
Dark Malediction
You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects:
Once you use this feature, you cannot do so again until you finish a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Path Spells
Black Path Spells
1st
hex
3rd
blindness/deafness
5th
bestow curse
7th
compulsion
9th
dream
Pallid Aura
You gain resistance to force damage, as well as the ability to shield and empower yourself from others' harmful effects. As a bonus action, you can surround yourself in a pale aura of protecting energy. This ward lasts for 1 minute or until you drop to 0 hit points, and grants you the following effects:
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Path Spells
Grey Path Spells
1st
shield
3rd
barkskin
5th
protection from energy
7th
stoneskin
9th
wall of force
Ivory Benison
You gain resistance to radiant damage, as well as the ability to bestow a beneficial charm upon an ally or yourself. As a bonus action, choose one willing creature within 60 feet of you (including yourself) to give this blessing to. This blessing lasts for 1 minute or until the blessed creature drops to 0 hit points, granting them the following benefits:
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Path Spells
White Path Spells
1st
bless
3rd
aid
5th
beacon of hope
7th
death ward
9th
circle of power
Binding Charms
Starting at 3rd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description.
When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them).
Coven Rite
Beginning at level 3, you are a master of sharing spellcasting with others. At the end of a short or long rest, you may perform a ritual with other spellcasters, the ritual taking at least 10 minutes of the rest per spellcaster. You may give another willing caster your spell slots, or they may give you spell slots. They must expend a spell slot that they have to give you the spell slot, and you must do the same to give another caster a spell slot. The spell slot they gain must be of a level they could already cost, and they gain the slot equal to the level expended. The spell slot that they receive lasts until they use it or finish a long rest.
While you are performing this ritual, you gain an amount of Coven Points equal to your Intelligence modifier (minimum of one). When performing a ritual, you may expend Coven Points to give yourself or another spellcaster that is doing the ritual with you extra spell slots equal to the amount of Coven Points you expend, as long as they have spell slots of the level you give them. You regain all Coven Points at the end of a long rest.
At level 14, you may give a spell slot of 5th level or lower to a creature that has the Spellcasting or Pact Magic feature of a level spell slot they have while using this feature, expending no spell slot to do so. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of your next long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Okay, that's the class so far. This is a previous ability, now replaced by the Magic Charms, which were the jinxes. These may be used as some of the Malisons for the new ability, which I will need help developing.
Jinx of Obscuring
The target becomes blinded or deafened (your choice), and remains that way for the next minute. The creature may make a Wisdom saving throw at the end of each of their turns, ending this effect on a success.
Jinx of Immobility
The targets speeds become 0, and it cannot be increased in any way for the next minute. The creature may make a Strength saving throw at the end of each of their turns, ending this effect on a success.
Jinx of Stupidity
The target must target the closest creature to it with its attacks and other harmful effects. The creature may make an Intelligence saving throw at the end of each of their turns, ending this effect on a success.
Jinx of the Cowardly
The target is frightened by you, and must use all of its movement moving directly away from you on their turns. The creature may make a Charisma saving throw at the end of each of their turns, ending this effect on a success.
Jinx of Enfeebling
The target has disadvantage on all attack rolls and it has disadvantage on Strength checks. The creature may make a Constitution saving throw at the end of each of their turns, ending this effect on a success.
Jinx of Clumsiness
The target has disadvantage on all Dexterity saving throws and all attack rolls made against it have advantage. The creature may make a Dexterity saving throw at the end of each of their turns, ending this effect on a success.
Malisons will be curses and amplifiers of your attacking abilities, Wards will give you immunities to differing conditions, one might give magic resistance, and so on, while Favors will be boons that you can use on yourself or allies and other minor blessings.
I will also need help with the subclasses. I have a general idea for it, but will need help ironing them out more.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
This is really cool! Hopeful for the finished result! :D
The unearthly paths are really OP in my opinion though. Like as a GM, I would be kinda annoyed if the BBEG was effected by a dark malediction, especially saying it makes sense for the BBEG to be targeted by the ability and you know, not a random minion, which results in an “doctor evil suddenly teleports away” scenario to stop a super easy fight against the big bad. I love the ability concept though! Maybe have there be saves against the effects that could be repeated over until the effect is over or instead, dramatically reduced in power.
Note that I am a newish person to D&D so I am not the best with balancing.
Thanks. I don't think any of the Unearthly Paths are overpowered. They're all once a short or long rest and are on par with a Hexblade's Curse.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Here are some possible charms:
Malison of Obscuring
When you cast a spell that makes an attack or forces a creature to make a saving throw, you may curse the creatures affected by this spell. When you do so, each creature who fails the spell's saving throw or was hit by the attack becomes blinded or deafened (your choice) and remains that way for one minute. At the end of each of an effected creature's turns, they may make a Wisdom saving throw against your spell save DC, ending this effect on a success.
You may use this feature once, regaining the ability to do so when you finish a long rest.
Ward of Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Favor of Speed
As an action, you can quicken the steps of an ally you can see within 60 feet of you. For the next minute, the blessed creature's speeds increase by 10 feet, and they can make two bonus actions on their turn, if available.
So, those are some of the possible charms. That's it for today, I'll do more tomorrow. All of these can change (obviously) but that's the current template I'm thinking of.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Here's the first subclass:
Light Line
Occultists who practice light magic absorb and store light that they experience in their everyday lives, and use the energy to fuel their arcane spells. Though they are not born with this power, and do not bargain or barter for this power with extaplanar entities, they do learn to develop it. Using unearthly knowledge that they discover in their occult practices, they form a symbiotic relationship with radiation, harnessing it for their magic, and releasing it in bursts of bright power. Though those who use Light Magic most often are of the White Path, it is not uncommon to find practitioners of the Grey Path, or even more rarely the Black Path can use this line of magic.
Those of the White Path who practice the Light Line of magic typically focus on blessing others while blasting their enemies with bright light, similar to the sun's light. Those of the Grey Path who use the Light Line often cause themselves to glow as they surround themselves with wards, emitting dim light wherever they go. Black Path practitioners who use this line focus their absorbed energy into harmful radiation, cursing those who they despise and incinerating them with unearthly light. No matter their path, these occultists evoke powerful radiant energy which they use to blind, harm, and slay those they unleash their powers on.
Line Spells
You gain line spells a the occultist levels listed.
Light Line Spells
1st
guiding bolt
3rd
moonbeam
5th
daylight
7th
guardian of faith
9th
wall of light
Bright Power
At level 3, you can surround yourself in an aura of bright, blinding light and blast others with this power. You know and can cast the sacred flame, and it counts as an occultist spell for you. As an action, you can choose to start shedding bright light in a 30 foot radius around you, and dim light an additional 30 feet. When you use this action, you can focus this light on any number of creatures in the range of the bright light of your choice, forcing them to make a Constitution saving throw against your spell save DC. On a failed save, they take radiant damage equal to 2d6 + your Intelligence modifier and become blinded, or half as much on a successful save and not become blinded. A blinded creature remains blinded for one minute, and can repeat the saving throw at the end of each of their turns, ending the effect on a success. This light remains until you dismiss it as an action or you become unconscious.
At level 7, the damage dice for this feature increases to 3d6, 4d6 at level 11, and 5d6 at 15th level.
Once you use this feature, you may not do so again until you finish a long rest. In order to use this ability, you must be within direct contact of bright light produced in a way other than this feature or your spells sometime during the day for at least one minute.
Draining Radiance
When you gain this feature at 7th level, your power over radiance allows you to better focus your light to harm others. Once on each of your turns, when you deal radiant damage to a creature with a spell of 1st-level or higher, you can force them to take one exhaustion. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest.
One with Light
Starting at level 11, you are completely suffused with bright energy, giving you immunity to radiant damage. Additionally, when you cast a spell that deals radiant damage, instead of rolling for damage, you can instead deal the most damage possible with that spell. Once you use this ability, you cannot do so again until you finish a long rest.
Light Energy
At 15th level, when you are in bright light, you can harm others with beams of light. While completely in bright light of any source, you can channel the energy you absorb into a beam of light. As a bonus action, make a ranged spell attack using your spell attack bonus to hit, choosing any creature or object within 60 feet of you to shoot a beam of bright light at. On a hit, you deal radiant damage equal to 2d10 + your Intelligence modifier.
Okay, any thoughts?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Any suggestions?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
This is AMAZING!!! I've been looking for a "witch" class forever!!!! Thank you!!!!!
An Assassin of Random
Will try to post, but I have a busy schedule and have to attend to the real world.(Currently un-unavailable, whatever that means...)
"Whatever it was, it was my sister, not me!"
I play Avalon Farwood, Esthvele, and Anacra in the Tales of the Adventurers Tavern.
*Sheeeeez this is from a long time ago... a lot has changed...*
No problem. Anyone have any thoughts on specific abilities?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Draining radiance is OP in my opinion. Maybe the exhaustion can’t stack (maybe it could stack at like super high level to like level 2 or 3 of exhaustion)? Like several levels of exhaustion on a boss? Ooooof the players will cream that encounter unless the boss monster is absurdly powerful.
Also another small issue I have with the class in general is the really good abilities at level 1 given by paths that make multiclassing into even a single level of the class insanely strong. Maybe the curses at level 1 should start off weak but get stronger until what they are currently at level 5 or so.
I really like this class and if these things were changed than I would totally allow this in my games if someone wanted, and maybe even tell players about this class.
I wish dndbeyond let you homebrew classes.
Agreed.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
You mean sickening radiance? I'm not taking that off their spell list, it fits the vibe. The balance of the spells had no factor for when I created the spell list, the theme was all that mattered.
I might end up moving the level 1 abililty to level 3, and the subclass to level one. Would that fix things?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
No I mean the light line subclass thing called draining radiance.
Yeah I think that would help things a lot so that players can’t get OP just by taking a single level in the class! :D
Draining radiance comes at level 7.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
No what I mean was that the level 1 abilities could be gotten instantly with a single level and that was OP and I am glad that you are considering making the subclass level 1 and the level 1 features level 3 as that would balance things out.
I know draining radiance is level 7 but I think it is still quite OP for level 7 if you could stack the exhaustion. Maybe two levels of exhaustion could be stacked up with draining radiance, but then the dark malediction from the black path would really shine well with it and players may abuse that exhaustion. Maybe have it so that black path couldn’t take this subclass if the exhaustion could stack to even 2nd level exhaustion with draining radiance alone. AKA I’d say the exhaustion via draining radiance shouldn’t be able to stack with exhaustion granted also from draining radiance, or have it stack only up to level 2 exhaustion if black path can’t take this subclass (which would make sense lore wise).
Sorry for the misconception.
Okay. As I said above, I will probably switch the subclass to level 1, and the level 1 ability to level 2 or 3.
I'll see if the exhaustion is OP. It's an underused, yet powerful ability.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, here's the new draft:
Occultist
Class Features
As an occultist, you gain the following class features.
Hit Points
Hit Dice: 1d6 per occultist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per occultist level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: Brewers' Tools or Alchemists' Supplies
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Persuasion, Deception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Spellcasting
As a practitioner of arcane magic, you have a grimoire containing spells that allow you to channel your dark spells.
Cantrips
At 1st level, you know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table.
Grimoire
At 1st level, you have 2 occultist spells that have the ritual tag written in your grimoire. Your grimoire is where you write your ritual spells, and can cast those spells only while holding your grimoire. If you cast a ritual spell from your grimoire as its original casting time, you don't need to prepare that spell, and must be holding your grimoire at the time of the casting. You cannot prepare spells that have the ritual tag, and can only prepare spells that are not in your grimoire.
(Copying ritual spells into the book functions as copying a spell into a spellbook from the wizard sidebar.)
Preparing and Casting Spells
The Occultist table shows how many spell slots you have to cast your witch spells. To cast one of your witch spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of occultist spells that are available for you to cast, choosing from the occultist spell list. When you do so, choose an amount of occultist spells equal to your Intelligence modifier + your witch level. These spells must be of a level that you have spell slots.
For example, if you’re a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell list. If you prepare the 1st-level spell hex, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of occultist spells requires time spent doing dark rites using your spellcasting focus and grimoire: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your occultist spells: your understanding of the dark threads of magic allow you to wield these spells with superior skill. You use your Intelligence whenever a occultist 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 a occultist spell as a ritual if that spell has the ritual tag and is written in your grimoire.
Spellcasting Focus
You can use an arcane focus or any of the following items as a spellcasting focus for your witch spells; lantern, crystal ball, candle, needle, a jar, a bottle, fragment of obsidian, or a skull.
Occultist Spell List
Here's the list of spells you consult when you learn an occultist spell. The list is organized by spell level, not character level.
These spells are from the Player's Handbook and Xanathar's Guide to Everything
Cantrips (0 Level)
acid splash
chill touch
dancing lights
friends
infestation
light
mage hand
mending
message
minor illusion
poison spray
primal savagery
thorn whip
toll the dead
witchcraft (see end of class description)
1st Level
armor of agathys
cause fear
charm person
command
comprehend languages
cure wounds
detect magic
disguise self
dissonant whispers
faerie fire
false life
feather fall
hellish rebuke
hex
identify
inflict wounds
jump
longstrider
mage armor
protection from evil and good
ray of sickness
silent image
sleep
speak with animals
tasha's hideous laughter
unseen servant
witch bolt
2nd Level
alter self
animal messenger
blindness/deafness
blur
cloud of daggers
continual flame
crown of madness
darkness
darkvision
detect thoughts
earthbind
enhance ability
enthrall
heat metal
hold person
invisibility
levitate
locate object
magic mouth
melf's acid arrow
misty step
phantasmal force
ray of enfeeblement
rope trick
scorching ray
see invisibility
shadow blade
skywrite
spider climb
suggestion
web
3rd Level
bestow curse
blink
clairvoyance
counterspell
dispell magic
fear
feign death
fly
glyph of warding
haste
hypnotic pattern
leomund's tiny hut
life transference
magic circle
major image
nondetection
phantom steed
remove curse
sending
slow
speak with dead
spirit guardians
stinking cloud
summon lesser demons
tongues
vampiric touch
4th Level
arcane eye
banishment
blight
charm monster
compulsion
confusion
conjure woodland beings
divination
evard's black tentacles
giant insect
greater invisibility
hallucinatory terrain
leomund's secret chest
locate creature
mordenkainen's faithful hound
mordenkainen's private sanctum
phantasmal killer
polymorph
shadow of moil
sickening radiance
summon greater demon
vitriolic sphere
5th Level
animate objects
antilife shell
awaken
cloudkill
contact other plane
contagion
dominate person
dream
enervation
far step
geas
hold monster
infernal calling
insect plague
legend lore
mislead
modify memory
negative energy flood
planar binding
rary's telepathic bond
scrying
seeming
teleportation circle
6th Level
circle of death
conjure fey
create homunculus
disintegrate
eyebite
flesh to stone
harm
magic jar
mass suggestion
mental prison
otto's irresistible dance
programmed illusion
soul cage
true seeing
wall of thorns
7th Level
etherealness
finger of death
mirage arcane
mordenkainen's magnificent mansion
plane shift
project image
sequester
simulacrum
symbol
8th Level
abi-dalzim's horrid wilting
antimagic field
antipathy/sympathy
clone
demiplane
dominate monster
feeblemind
glibness
illusory dragon
maddening darkness
maze
mind blank
power word stun
9th Level
foresight
gate
imprisonment
mass polymorph
power word kill
psychic scream
true polymorph
weird
wish
Magic Line
At 1st level, you choose your favored source of magic. You can focus on one specific archetype of magic, allowing you to gain more power in that specific field of magic. Choose from one of the ways to focus your magic: Blood Line, Bone Magic, Familiar Magic, Morph Magic, Earth Magic, Light Magic, Dark Magic, and Mixture Magic, all detailed at the end of the class description.
Your choice grants you features at 1st level, and again at 7th, 11th, and 15th level.
Unearthly Path
At level 2, you choose the type of magic that fuels your spells and other occult abilities, ranging from dark aberrant powers to light blessing magic. Pick one of the following paths: Black Path, Grey Path, or White Path. Those who practice dark magic typically lean towards evil arts and tempted by darker beings, practitioners of grey magic normally are neutral and empower themselves, while studiers white magic support their allies and are most often good.
When you choose your Unearthly Path, you gain an ability listed below, corresponding to the path you choose.
Dark Malediction
You gain resistance to necrotic damage, as well as the ability to put a malignant curse on another creature. As a bonus action, curse one enemy you can see within 60 feet of you. They remain cursed for 1 minute or until they die. While cursed this way, they gain the following detrimental effects:
Once you use this feature, you cannot do so again until you finish a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Path Spells
Black Path Spells
1st
hex
3rd
blindness/deafness
5th
bestow curse
7th
compulsion
9th
dream
Pallid Aura
You gain resistance to force damage, as well as the ability to shield and empower yourself from others' harmful effects. As a bonus action, you can surround yourself in a pale aura of protecting energy. This ward lasts for 1 minute or until you drop to 0 hit points, and grants you the following effects:
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Path Spells
Grey Path Spells
1st
shield
3rd
barkskin
5th
protection from energy
7th
stoneskin
9th
wall of force
Ivory Benison
You gain resistance to radiant damage, as well as the ability to bestow a beneficial charm upon an ally or yourself. As a bonus action, choose one willing creature within 60 feet of you (including yourself) to give this blessing to. This blessing lasts for 1 minute or until the blessed creature drops to 0 hit points, granting them the following benefits:
Once you use this feature, you cannot do so again until you take a short or long rest.
Additionally, you gain the following list of spells. These spells count as occultist spells for you, and don't count against the amount of occultist spells you can normally prepare.
Path Spells
White Path Spells
1st
bless
3rd
aid
5th
beacon of hope
7th
death ward
9th
circle of power
Binding Charms
Starting at 3rd level, you gain access to a set of charms that you can set on other creatures or yourself to cause magical effects. Charms can be used for different purposes, and are all unique. Different charms accomplish different things, as specified in their description.
When you gain this feature, choose one charm of any color, as well as another charm of the same color as the Unearthly Path you chose at level one. When you get to level 5, you gain one more charm of the color associated with your Unearthly Magic. At level 9, you can choose another charm of any color to know. At 13th level, you gain another charm of the color Path you have chosen, and another at level 17 of any color. Black charms are called malisons, grey charms are called wards, and white charms are called favors. The list of charms is in the end of the occultist class section (I need help developing them).
Coven Rite
Beginning at level 3, you are a master of sharing spellcasting with others. At the end of a short or long rest, you may perform a ritual with other spellcasters, the ritual taking at least 10 minutes of the rest per spellcaster. You may give another willing caster your spell slots, or they may give you spell slots. They must expend a spell slot that they have to give you the spell slot, and you must do the same to give another caster a spell slot. The spell slot they gain must be of a level they could already cost, and they gain the slot equal to the level expended. The spell slot that they receive lasts until they use it or finish a long rest.
While you are performing this ritual, you gain an amount of Coven Points equal to your Intelligence modifier (minimum of one). When performing a ritual, you may expend Coven Points to give yourself or another spellcaster that is doing the ritual with you extra spell slots equal to the amount of Coven Points you expend, as long as they have spell slots of the level you give them. You regain all Coven Points at the end of a long rest.
At level 14, you may give a spell slot of 5th level or lower to a creature that has the Spellcasting or Pact Magic feature of a level spell slot they have while using this feature, expending no spell slot to do so. You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of your next long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I can’t look rn but I will in a little. I like the concept!
Please check out my homebrew and give me feedback!
Subclasses | Races | Spells | Magic Items | Monsters | Feats | Backgrounds
I love this way more! :D You did write binding charms twice though on the ability list!
Ah, fixed now. I'm close to finishing some subclasses, which I will do soon.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms