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.
At level 1, 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.
One with Light
Starting at 7th level, 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.
Draining Radiance
When you gain this feature at level 11, 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.
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 occultist level.
Earth Line:
The occultists who draw their energy from the earth fuel their power with power of nature. However, they are not like druids, shamans, and rangers, who receive their magic from nature spirits, deities, and primal powers. Instead, occultists who practice the ways of earth focus their powers from the innate magical energies of the earth and processes of life. They are more tamed and refined than druids, not embodying nature, and instead channeling it. All shades of occult paths can draw on the powers of nature.
Typically, an occultist who practices black magic typically steals their powers from nature, acting as magical leeches who use their stolen magic for selfish or dark purposes. A grey path occultist who uses the Earth Line for their magic typically draws their energy from nature's inherent magic, but focus these powers for defensive magic, protecting them and their allies with the powers of nature. Occultists of white magic use the energy that they borrow to empower other beings who protect nature, typically being friendly towards fey and woodland protectors, such as druids, treants, and wardens.
Line Spells
You gain line spells a the occultist levels listed.
At level 1, your spellcasting power feeds off of nature magic. You gain one druid cantrip of your choice. This cantrip becomes an occultist spell for you, and uses your Intelligence as your spellcasting ability. You also gain proficiency in Nature and Animal Handling and double your proficiency bonus when making an ability check with those skills.
Additionally, once on each of your turns, when you cast a spell that incapacitates a creature in any way, they have disadvantage on their saving throw against a spell.
Warden of Nature
When you gain this feature at 7th level, you are suffused by earthly magic that powers your primal spells. When you cast an occultist spell using a spell slot of 1st-level or higher that deals poison, fire, lightning, cold, or thunder damage, you may roll an extra damage dice for the spell and add it to the total damage. Once you use this feature, you cannot do so again until the start of your next turn.
At level 15, this increased damage dice increases to 2 extra damage dice, and 3 extra at 19th level.
Magic of the Wilds
Beginning at level 11, you gain the ability to spread your magic. As a reaction, when a creature fails their saving throw against a spell you cast targeting them on this turn, you may choose another creature within 30 feet of the first creature must make the same spell, becoming effected by it on a failed save. If the spell requires concentration, you may maintain concentration on both effects at the same time.
Once you use this feature, you cannot do so again until you take a long rest.
Earth's Strength
Starting at 15th level, you are empowered by the earth. While you are on the ground, you have resistance to bludgeoning, piercing, and slashing damage from all attacks not made with magical metallic weapons and have advantage on Strength checks.
Umbra Line:
An occultist who practices gloaming magic of the Umbra Line draws their magic from shadows and pure darkness. Though these occultists often are followers of the Black Path of magic, they are not restricted to that unearthly way. Many of these occultists have a sort of connection with the Shadowfell, not a pact or changed bloodline, but often more of a bond with it. Shadows are present in the lack of light, so any magical being or individual that uses darkness could become bound with the plane of shadows. Umbran occultists use shadows to their benefit, channeling the dark magic of them to fuel their magic.
Occultists who follow the Line of Umbra as well as the White Path of magic are relatively rare, but use their powers of sculpting darkness to aid themselves and their allies and protect them from the attacks of those who cannot see in their darkness. A Grey Path occultist of this line can focus their shadow powers to shield themselves from attacks, and hide them while they use spells on others. An occultist who follows the Black Path and uses the Umbra Line is usually a dark soul, one who haunts others, blinding them and cursing them with gloomy magic.
At 1st level, you are siphon your magic from arcane darkness and obscuring shadows. Choose one necromancy cantrip from any spell list, which you know and can cast as an occultist spell, not counting against the maximum amount of cantrips that you can know. You also gain darkvision of 120 feet, and can see through magical darkness using this darkvision. As an action, you can wreath yourself in a dark aura, which extends in every direction (but not through total cover) 30 feet. In areas of dim light, it becomes darkness, areas of bright light become dim light, and areas of darkness become magical darkness. This aura lasts for a minute or until you're knocked unconscious. When you first use this feature, each creature of your choice within range make a Constitution saving throw against your spell save DC or take necrotic damage equal to 2d6 + your Intelligence modifier, or half as much on a successful save.
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 darkness produced in a way other than this feature or your spells sometime during the day for at least one minute.
Dark One
Beginning at level 7, you gain immunity to necrotic damage. Additionally, when you cast a spell that deals necrotic 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.
Blinding Gloom
When you gain this feature at 11th level, you are better at using your dark powers to blind others. As a reaction, when you deal necrotic damage to a creature or they fail a saving throw against a spell you cast, they become blinded until the end of your next turn.
The Power of Midnight
At 15th level, when you are in darkness, you can harm others with bursts of darkness. While completely in darkness, you may use a bonus action to make a ranged spell attack, dealing necrotic damage equal to 2d10 + your occultist level on a hit. Your bonus to hit for this is your spell attack modifier.
Okay, that's it for now. I might work on the Charms later.
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Please check out my homebrew, I would appreciate feedback:
At level 1, 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.
One with Light
Starting at 7th level, 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.
Draining Radiance
When you gain this feature at level 11, 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.
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 occultist level.
Earth Line:
The occultists who draw their energy from the earth fuel their power with power of nature. However, they are not like druids, shamans, and rangers, who receive their magic from nature spirits, deities, and primal powers. Instead, occultists who practice the ways of earth focus their powers from the innate magical energies of the earth and processes of life. They are more tamed and refined than druids, not embodying nature, and instead channeling it. All shades of occult paths can draw on the powers of nature.
Typically, an occultist who practices black magic typically steals their powers from nature, acting as magical leeches who use their stolen magic for selfish or dark purposes. A grey path occultist who uses the Earth Line for their magic typically draws their energy from nature's inherent magic, but focus these powers for defensive magic, protecting them and their allies with the powers of nature. Occultists of white magic use the energy that they borrow to empower other beings who protect nature, typically being friendly towards fey and woodland protectors, such as druids, treants, and wardens.
Line Spells
You gain line spells a the occultist levels listed.
At level 1, your spellcasting power feeds off of nature magic. You gain one druid cantrip of your choice. This cantrip becomes an occultist spell for you, and uses your Intelligence as your spellcasting ability. You also gain proficiency in Nature and Animal Handling and double your proficiency bonus when making an ability check with those skills.
Additionally, once on each of your turns, when you cast a spell that incapacitates a creature in any way, they have disadvantage on their saving throw against a spell.
Warden of Nature
When you gain this feature at 7th level, you are suffused by earthly magic that powers your primal spells. When you cast an occultist spell using a spell slot of 1st-level or higher that deals poison, fire, lightning, cold, or thunder damage, you may roll an extra damage dice for the spell and add it to the total damage. Once you use this feature, you cannot do so again until the start of your next turn.
At level 15, this increased damage dice increases to 2 extra damage dice, and 3 extra at 19th level.
Magic of the Wilds
Beginning at level 11, you gain the ability to spread your magic. As a reaction, when a creature fails their saving throw against a spell you cast targeting them on this turn, you may choose another creature within 30 feet of the first creature must make the same spell, becoming effected by it on a failed save. If the spell requires concentration, you may maintain concentration on both effects at the same time.
Once you use this feature, you cannot do so again until you take a long rest.
Earth's Strength
Starting at 15th level, you are empowered by the earth. While you are on the ground, you have resistance to bludgeoning, piercing, and slashing damage from all attacks not made with magical metallic weapons and have advantage on Strength checks.
Umbra Line:
An occultist who practices gloaming magic of the Umbra Line draws their magic from shadows and pure darkness. Though these occultists often are followers of the Black Path of magic, they are not restricted to that unearthly way. Many of these occultists have a sort of connection with the Shadowfell, not a pact or changed bloodline, but often more of a bond with it. Shadows are present in the lack of light, so any magical being or individual that uses darkness could become bound with the plane of shadows. Umbran occultists use shadows to their benefit, channeling the dark magic of them to fuel their magic.
Occultists who follow the Line of Umbra as well as the White Path of magic are relatively rare, but use their powers of sculpting darkness to aid themselves and their allies and protect them from the attacks of those who cannot see in their darkness. A Grey Path occultist of this line can focus their shadow powers to shield themselves from attacks, and hide them while they use spells on others. An occultist who follows the Black Path and uses the Umbra Line is usually a dark soul, one who haunts others, blinding them and cursing them with gloomy magic.
At 1st level, you are siphon your magic from arcane darkness and obscuring shadows. Choose one necromancy cantrip from any spell list, which you know and can cast as an occultist spell, not counting against the maximum amount of cantrips that you can know. You also gain darkvision of 120 feet, and can see through magical darkness using this darkvision. As an action, you can wreath yourself in a dark aura, which extends in every direction (but not through total cover) 30 feet. In areas of dim light, it becomes darkness, areas of bright light become dim light, and areas of darkness become magical darkness. This aura lasts for a minute or until you're knocked unconscious. When you first use this feature, each creature of your choice within range make a Constitution saving throw against your spell save DC or take necrotic damage equal to 2d6 + your Intelligence modifier, or half as much on a successful save.
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 darkness produced in a way other than this feature or your spells sometime during the day for at least one minute.
Dark One
Beginning at level 7, you gain immunity to necrotic damage. Additionally, when you cast a spell that deals necrotic 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.
Blinding Gloom
When you gain this feature at 11th level, you are better at using your dark powers to blind others. As a reaction, when you deal necrotic damage to a creature or they fail a saving throw against a spell you cast, they become blinded until the end of your next turn.
The Power of Midnight
At 15th level, when you are in darkness, you can harm others with bursts of darkness. While completely in darkness, you may use a bonus action to make a ranged spell attack, dealing necrotic damage equal to 2d10 + your occultist level on a hit. Your bonus to hit for this is your spell attack modifier.
Okay, that's it for now. I might work on the Charms later.
Blinding gloom from the umbra line seems quite strong. I’d say that after the first round of blindness, the creature has the option to make a saving throw against the blindness equal to spell save DC, that decreases by a pretty big number every round, as bosses will get thrashed by that ability with instant blindness on being hit. Maybe the DC could reset after some time though. Or maybe there is a limited time use before a short rest. Other than that these seem really cool! :D
So, I currently have a dark themed subclass (Umbra), a more neutral/good themed subclass (Earth), and a brighter subclass (Light). I will be making the Bone, Blood, Familiar, Mixture, and Morph Lines of magic, but am open to other suggestions for subclasses.
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Please check out my homebrew, I would appreciate feedback:
Overall, this looks like a very solid second draft. The powers you get from choosing your Unearthly Path are all very good, and appropriately themed. I would put a time cap on how long Coven Points last, or someone will say that they spend downtime and get hundreds of them. Here's some charm ideas. I grouped them in groups of three, with similar effects but slightly different depending on the Unearthly line.
Malison: Necrotic Armor- choose a target creature within sixty feet (this includes yourself). For the next minute, whenever that creature is hit by a melee attack, the creature that attack them take necrotic damage equal to your intelligence modifier.
Ward: Protective Bond- Select two friendly creatures within sixty feet. Whenever on would take damage, the other creature takes it instead.
Favor: Blessed Restoration- Select a creature within sixty feet. At the start of it's turn, it regains life equal to your intelligence modifer.
These three are all variations on the same theme- defense, showing how each path would go about defending themself.
Malison: Hellfire Binding- Select a target within sixty feet. They begin to experience extreme pain, and feel as if their movements are slowed. A creature with truesight or one that can see into the ethereal plane sees the target bound in chains of infernal iron. At the start of their turn, they must make an intelligence saving throw. If they pass, the affect fades at the end of the creatures turn. If they fail, the effect persists. While enchained, the creatures speed is halfed and it makes dexterity saving throws with disadvantage. If the creature moves more than ten feet on it's turn, it takes 1d10 slashing damage. At the end of a minute, this effect disappears.
Ward- Unearthly Seal- Select a target within sixty feet. A ring of runes springs up around them, visible to creatures with truesight. The ring is ten feet wide, centered on the creature. It cannot move out of this ring while the ward persists. Other creatures may move through it freely. The creatures may take an action on it's turn to attempt to escape the ring, making a charisma saving throw. If the creatures succeeds, the ring disappears and its turn ends. This effect disappears at the end of a minute.
Favor- Harmonies Protection- Select a creature within sixty feet. To creatures with truesight, it appears that the creature is protected by the wings of an angel. Whenever a hostile creatures attempts to move within ten feet of the target, they must make a charisma saving throw. If they they fail, their movement ends. This effect vanishes after a minute is up.
I know this isn't your vision of how the charms work, but they are a suggestion.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Overall, this looks like a very solid second draft. The powers you get from choosing your Unearthly Path are all very good, and appropriately themed. I would put a time cap on how long Coven Points last, or someone will say that they spend downtime and get hundreds of them. Here's some charm ideas. I grouped them in groups of three, with similar effects but slightly different depending on the Unearthly line.
Thanks, I'll put a limit on Coven Points, they should go away after a long rest.
Malison: Necrotic Armor- choose a target creature within sixty feet (this includes yourself). For the next minute, whenever that creature is hit by a melee attack, the creature that attack them take necrotic damage equal to your intelligence modifier.
Ward: Protective Bond- Select two friendly creatures within sixty feet. Whenever on would take damage, the other creature takes it instead.
Favor: Blessed Restoration- Select a creature within sixty feet. At the start of it's turn, it regains life equal to your intelligence modifer.
These three are all variations on the same theme- defense, showing how each path would go about defending themself.
Malison: Hellfire Binding- Select a target within sixty feet. They begin to experience extreme pain, and feel as if their movements are slowed. A creature with truesight or one that can see into the ethereal plane sees the target bound in chains of infernal iron. At the start of their turn, they must make an intelligence saving throw. If they pass, the affect fades at the end of the creatures turn. If they fail, the effect persists. While enchained, the creatures speed is halfed and it makes dexterity saving throws with disadvantage. If the creature moves more than ten feet on it's turn, it takes 1d10 slashing damage. At the end of a minute, this effect disappears.
Ward- Unearthly Seal- Select a target within sixty feet. A ring of runes springs up around them, visible to creatures with truesight. The ring is ten feet wide, centered on the creature. It cannot move out of this ring while the ward persists. Other creatures may move through it freely. The creatures may take an action on it's turn to attempt to escape the ring, making a charisma saving throw. If the creatures succeeds, the ring disappears and its turn ends. This effect disappears at the end of a minute.
Favor- Harmonies Protection- Select a creature within sixty feet. To creatures with truesight, it appears that the creature is protected by the wings of an angel. Whenever a hostile creatures attempts to move within ten feet of the target, they must make a charisma saving throw. If they they fail, their movement ends. This effect vanishes after a minute is up.
I know this isn't your vision of how the charms work, but they are a suggestion.
Thanks for these suggestions. I can definitely use some of these and take inspiration from others.
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Ok. Here is my full review of the Occultist class. I'll break down each feature one by one, and give feedback and suggestions on them.
First impressions- d6 hit points, no armor and simple weapons show that this is definitely going to be casting class.
Spell Casting and Grimoire- Spell casting looks normal for a full caster. The grimoire, however, looks interesting. The language is a bit confusing, but it allows you to cast ritual spells without preparing them. It remands me of the Book of Ancient Secrets Eldritch Invocation.
The spell list- Similar to a mixture of Warlock and Wizard lists. Actually quite a lot of spells.
Subclasses- I'll cover these at the end.
Unearthly Path- This is where the class starts to get interesting. Picking a path impacts what extra spells you get, a feature and charms you might choose further in the future. The features for each class are quite powerful. Dark Malediction- flat necrotic resistance is nice, and the curse is very powerful. The exhaustion and extra damage is already extremely powerful, but the target also loses reactions and has disadvantage on their first attack? That is a very, very powerful ability to get. I suspect a ton of multiclasses would dip for that ability. The Black Path spells look fine, but Hex stands out as the obvious best. All in all, Black Path looks extremely powerful. I guess that is flavorful, the most powerful path at the greatest cost.
Grey path- Pallid Aura looks good, but pales in comparison to Dark Malediction. The temporary hit points are fine, but not great. Making saving throws at advantage is pretty powerful as well. Unfortunately the third ability just doesn't mesh with the other two. Advantage on ability checks is very powerful, but you wouldn't want to trigger it in the same situation as you would when you want temp Hp or defense. Maybe in a stealth build, when you're cover is blown you have defense? This ability might need tweaking. Finally, the spell list. Everything on it looks pretty solid, and Wall of Force is always great for shenanigans.
White Path- Ivory Benison looks like a strictly better version of Pallid Aura. Disadvantage on attack rolls against the target, regeneration, and advantage on attacks is a very potent cocktail of buffs. This is much more comparable to Dark Malison, and would be terrifying on a Bear Totem Barbarian. The spell list is nice, but nothing really stands out.
Overall, Black and White path are much more powerful than Grey. I'm not sure exactly what type of nerf they need, but they do need one.
Next, Charms. I talked about those in my last post, and without it being finished yet I can't review it. If you liked my previous Charm suggestions, I can make more.
Coven Rite- This is an interesting support mechanic. I think I'll need the playtest it to really understand how it works, there just isn't anything like it in 5e.
Next, subclasses.
Light Line- Bright Mage. A powerful one use ability, but not broken. One with Light- Radiance immunity is mostly ribbon, but maxing out damage on a radiant spell is very good. Once again, it is rest locked so I don't think it is broken. Draining Radiance- I don't like this feature for multiple reasons. For one, It doesn't feel flavorful for the line. Also, it is very very good. Forcing a tone of exhaustion on something can instakill it, especially if you combine with Dark Malison. Finally, Light Energy. Every turn you get to deal an extra 2d10+15-20 damage? That is really powerful. All in all, this subclass just gives you more ways to deal more damage. A non-damage ability would make it much more interesting.
Earth Line- Primal Power- The druid cantrip is nice, but the second part needs more detail. I get the intent, but it needs clarification. Warden of Nature- A powerful ability. Not much more to say about it. Magic of the Wilds- Now this is a really cool ability. I like this a lot. Earth's Strength- Good defensive ability. Nice after all the offensive powers.
Umbra Line- Shadow Spells- You might want to break this first feature into so smaller ones, just to increase readability. I like all of the features in it, and they nicely mix flavor and power. Dark One- The parallel to One with the Light. Same critiques apply. Blinding Gloom- Blindness is a pretty big debuff. You are going to be spending a ton of reactions on this, so I gues it balances out. Finally, Power of Midnight. Same thoughts as Light Energy.
My biggest critique of these subclasses is how damage focused they are. Light and Dark also have balance issues, and I think replacing some of the damaging abilties with support or exploration stuff might help those issues. Earth Line interested me the most, which I strange because I don't really like druids. I liked the focus on saving throw spells.
Hope this helps. I'll do a similar assessment for Gish tomorrow.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
i think the coven thing is odd and hard to use and you should probably change it to something else but the class feels a lot like a wizard/warlock maybe mixing it up would help
i think the coven thing is odd and hard to use and you should probably change it to something else but the class feels a lot like a wizard/warlock maybe mixing it up would help
It's not hard to use. You just switch around spell slots.
This is kind of meant to be a mix of a supporting arcane charming witch class.
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Ok. Here is my full review of the Occultist class. I'll break down each feature one by one, and give feedback and suggestions on them.
Thanks. I'll respond below in this post.
First impressions- d6 hit points, no armor and simple weapons show that this is definitely going to be casting class.
Yep, casting focused 100%.
Spell Casting and Grimoire- Spell casting looks normal for a full caster. The grimoire, however, looks interesting. The language is a bit confusing, but it allows you to cast ritual spells without preparing them. It remands me of the Book of Ancient Secrets Eldritch Invocation.
It kind of is a mix of that and a spellbook. Witches in lore often have grimoires, so that's why I gave them this.
The spell list- Similar to a mixture of Warlock and Wizard lists. Actually quite a lot of spells.
Yep, mostly a mixture of that. I may add more general support ones for light and grey paths to take. They do get quite a lot of spells. They're meant to be a strange alternative to a wizard, really.
Unearthly Path- This is where the class starts to get interesting. Picking a path impacts what extra spells you get, a feature and charms you might choose further in the future. The features for each class are quite powerful.
Yes, they are very good. They're meant to make the class very customizable and flavorful. I personally love the mechanic of 2 different extra prepared spell lists, as it just allows for a ton of mixing and matching to create a very specific Occultist. The features are powerful, and I may nerf them.
Dark Malediction- flat necrotic resistance is nice, and the curse is very powerful. The exhaustion and extra damage is already extremely powerful, but the target also loses reactions and has disadvantage on their first attack? That is a very, very powerful ability to get. I suspect a ton of multiclasses would dip for that ability. The Black Path spells look fine, but Hex stands out as the obvious best. All in all, Black Path looks extremely powerful. I guess that is flavorful, the most powerful path at the greatest cost.
So, would you recommend removing the exhaustion, then? It would help balance it out a bit. If you had to get rid of one of the dark malediction features to make it more balanced, which would you do? Also, since they do get it at level 2 it's a tiny bit harder to get by multiclassing, and there aren't a ton of classes that would be tempted to multiclass into this, as they're Intelligence casters.
Grey path- Pallid Aura looks good, but pales in comparison to Dark Malediction. The temporary hit points are fine, but not great. Making saving throws at advantage is pretty powerful as well. Unfortunately the third ability just doesn't mesh with the other two. Advantage on ability checks is very powerful, but you wouldn't want to trigger it in the same situation as you would when you want temp Hp or defense. Maybe in a stealth build, when you're cover is blown you have defense? This ability might need tweaking. Finally, the spell list. Everything on it looks pretty solid, and Wall of Force is always great for shenanigans.
Yeah, I'll change this up a bit, then. Maybe bring the others down to this one's power level, or maybe meet halfway between this one's power and the others'.
White Path- Ivory Benison looks like a strictly better version of Pallid Aura. Disadvantage on attack rolls against the target, regeneration, and advantage on attacks is a very potent cocktail of buffs. This is much more comparable to Dark Malison, and would be terrifying on a Bear Totem Barbarian. The spell list is nice, but nothing really stands out.
Okay, I can change this a bit, nerf it a little.
Next, Charms. I talked about those in my last post, and without it being finished yet I can't review it. If you liked my previous Charm suggestions, I can make more.
I'll get more charms when I have the time (probably Monday).
Coven Rite- This is an interesting support mechanic. I think I'll need the playtest it to really understand how it works, there just isn't anything like it in 5e.
Yeah, I need to playtest it. It is meant to be unique.
Next, subclasses.
Light Line- Bright Mage. A powerful one use ability, but not broken. One with Light- Radiance immunity is mostly ribbon, but maxing out damage on a radiant spell is very good. Once again, it is rest locked so I don't think it is broken. Draining Radiance- I don't like this feature for multiple reasons. For one, It doesn't feel flavorful for the line. Also, it is very very good. Forcing a tone of exhaustion on something can instakill it, especially if you combine with Dark Malison. Finally, Light Energy. Every turn you get to deal an extra 2d10+15-20 damage? That is really powerful. All in all, this subclass just gives you more ways to deal more damage. A non-damage ability would make it much more interesting.
Okay, I can work with Draining Radiance. Any suggestions for replacements?
LIght Energy is powerful, yes. Maybe it doesn't really fit. Any idea to replace it that doesn't do damage? Maybe some debuff light aura, or something?
Earth Line- Primal Power- The druid cantrip is nice, but the second part needs more detail. I get the intent, but it needs clarification. Warden of Nature- A powerful ability. Not much more to say about it. Magic of the Wilds- Now this is a really cool ability. I like this a lot. Earth's Strength- Good defensive ability. Nice after all the offensive powers.
Okay, I'll probably clarify that soon. This subclass is probably the one I'm most proud of as of so far. Maybe it would help to base the other subclasses more on this, give them more defensive abilities.
Umbra Line- Shadow Spells- You might want to break this first feature into so smaller ones, just to increase readability. I like all of the features in it, and they nicely mix flavor and power. Dark One- The parallel to One with the Light. Same critiques apply. Blinding Gloom- Blindness is a pretty big debuff. You are going to be spending a ton of reactions on this, so I gues it balances out. Finally, Power of Midnight. Same thoughts as Light Energy.
Okay, I can split Shadow Spells into two abilities. I can tweak with both the Light and Umbra subclasses to get the right feel.
My biggest critique of these subclasses is how damage focused they are. Light and Dark also have balance issues, and I think replacing some of the damaging abilties with support or exploration stuff might help those issues. Earth Line interested me the most, which I strange because I don't really like druids. I liked the focus on saving throw spells.
Thanks for the subclass feedback. That will help me in the future.
Hope this helps. I'll do a similar assessment for Gish tomorrow.
Thanks. This helps a lot. I'll wait for a bit more feedback, and then tweak things a bit. I think this one is actually more developed than the Arcane Gish one at the moment.
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Hmm, ways to nerf Dark Malediction. I'd actually remove the extra damage. I know this is pretty huge for the feature, but this is my reasoning. Dark Malediction is intended to be a curse, something that makes the target less powerful. Making a person deal more damage to them is powerful, but doesn't exactly fit with my idea of a curse. If you want to soften the blow a little bit, you could replace the extra damage with this ability: Attacks against the cursed target score critical hits on a roll of 19 or 20. Since it effects everyone, you can flavor as the target's reaction time being slowed, leaving them open to devastating strikes.
My biggest worry with Bright and Dark mage is that they focus too much on damage. I think that at least one of the damaging feature of Bright should be replaced with a buffing feature, and one of dark replaced with a debuffing feature. Occultists are intended to at least be a little bit of a support class, and this could help that identity. I liked Earth Line, and other than refinement I'd don't think the core mechanics require changing.
That's all the feedback I have now.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Hmm, ways to nerf Dark Malediction. I'd actually remove the extra damage. I know this is pretty huge for the feature, but this is my reasoning. Dark Malediction is intended to be a curse, something that makes the target less powerful. Making a person deal more damage to them is powerful, but doesn't exactly fit with my idea of a curse. If you want to soften the blow a little bit, you could replace the extra damage with this ability: Attacks against the cursed target score critical hits on a roll of 19 or 20. Since it effects everyone, you can flavor as the target's reaction time being slowed, leaving them open to devastating strikes.
I'll think about it. I think it's a nice boost, but I think it's too similar to Hexblade's Curse. Sure, it works on everyone, but I'm not sure on that.
My biggest worry with Bright and Dark mage is that they focus too much on damage. I think that at least one of the damaging feature of Bright should be replaced with a buffing feature, and one of dark replaced with a debuffing feature. Occultists are intended to at least be a little bit of a support class, and this could help that identity. I liked Earth Line, and other than refinement I'd don't think the core mechanics require changing.
I agree. I can work on fixing the Umbra and Light Lines in the next draft.
Thanks for the feedback, again.
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the fluff of where their power is derived, via eldrich knowledge an wizard would be too afraid to read, forbidden and dark magic they acquired from less than reputable sources, is exactly the same as how an warlock is supposed to work (according to the player's handbook and xanatar's guide to everything) minus an warlock having an patron that might occasionally assist them in their research and provide them a small handful of supernatural powers that cannot be gained by research alone. Perhaps you can mention something about how warlocks and occultists relate to and think about eachother in the fluff, let the occultist choose eldrich invocations (since those are a warlock feature gained purely from your own research with little to no intervention to your patron), have an path option akin to the order of the profane soul or perhaps just try to distance the two classes a bit more in how they are supposed to derive their spells
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
the fluff of where their power is derived, via eldrich knowledge an wizard would be too afraid to read, forbidden and dark magic they acquired from less than reputable sources, is exactly the same as how an warlock is supposed to work (according to the player's handbook and xanatar's guide to everything) minus an warlock having an patron that might occasionally assist them in their research and provide them a small handful of supernatural powers that cannot be gained by research alone. Perhaps you can mention something about how warlocks and occultists relate to and think about eachother in the fluff, let the occultist choose eldrich invocations (since those are a warlock feature gained purely from your own research with little to no intervention to your patron), have an path option akin to the order of the profane soul or perhaps just try to distance the two classes a bit more in how they are supposed to derive their spells
i think that would make it more like a warlock subclass then its own class but you are right i think
Ayyyyyy epic! Can’t wait to see them!
Here are some of the subclasses:
Light Line:
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 Mage
At level 1, 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.
One with Light
Starting at 7th level, 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.
Draining Radiance
When you gain this feature at level 11, 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.
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 occultist level.
Earth Line:
The occultists who draw their energy from the earth fuel their power with power of nature. However, they are not like druids, shamans, and rangers, who receive their magic from nature spirits, deities, and primal powers. Instead, occultists who practice the ways of earth focus their powers from the innate magical energies of the earth and processes of life. They are more tamed and refined than druids, not embodying nature, and instead channeling it. All shades of occult paths can draw on the powers of nature.
Typically, an occultist who practices black magic typically steals their powers from nature, acting as magical leeches who use their stolen magic for selfish or dark purposes. A grey path occultist who uses the Earth Line for their magic typically draws their energy from nature's inherent magic, but focus these powers for defensive magic, protecting them and their allies with the powers of nature. Occultists of white magic use the energy that they borrow to empower other beings who protect nature, typically being friendly towards fey and woodland protectors, such as druids, treants, and wardens.
Line Spells
You gain line spells a the occultist levels listed.
Light Line Spells
1st
animal friendship
3rd
spike growth
5th
erupting earth
7th
guardian of nature
9th
wrath of nature
Primal Power
At level 1, your spellcasting power feeds off of nature magic. You gain one druid cantrip of your choice. This cantrip becomes an occultist spell for you, and uses your Intelligence as your spellcasting ability. You also gain proficiency in Nature and Animal Handling and double your proficiency bonus when making an ability check with those skills.
Additionally, once on each of your turns, when you cast a spell that incapacitates a creature in any way, they have disadvantage on their saving throw against a spell.
Warden of Nature
When you gain this feature at 7th level, you are suffused by earthly magic that powers your primal spells. When you cast an occultist spell using a spell slot of 1st-level or higher that deals poison, fire, lightning, cold, or thunder damage, you may roll an extra damage dice for the spell and add it to the total damage. Once you use this feature, you cannot do so again until the start of your next turn.
At level 15, this increased damage dice increases to 2 extra damage dice, and 3 extra at 19th level.
Magic of the Wilds
Beginning at level 11, you gain the ability to spread your magic. As a reaction, when a creature fails their saving throw against a spell you cast targeting them on this turn, you may choose another creature within 30 feet of the first creature must make the same spell, becoming effected by it on a failed save. If the spell requires concentration, you may maintain concentration on both effects at the same time.
Once you use this feature, you cannot do so again until you take a long rest.
Earth's Strength
Starting at 15th level, you are empowered by the earth. While you are on the ground, you have resistance to bludgeoning, piercing, and slashing damage from all attacks not made with magical metallic weapons and have advantage on Strength checks.
Umbra Line:
An occultist who practices gloaming magic of the Umbra Line draws their magic from shadows and pure darkness. Though these occultists often are followers of the Black Path of magic, they are not restricted to that unearthly way. Many of these occultists have a sort of connection with the Shadowfell, not a pact or changed bloodline, but often more of a bond with it. Shadows are present in the lack of light, so any magical being or individual that uses darkness could become bound with the plane of shadows. Umbran occultists use shadows to their benefit, channeling the dark magic of them to fuel their magic.
Occultists who follow the Line of Umbra as well as the White Path of magic are relatively rare, but use their powers of sculpting darkness to aid themselves and their allies and protect them from the attacks of those who cannot see in their darkness. A Grey Path occultist of this line can focus their shadow powers to shield themselves from attacks, and hide them while they use spells on others. An occultist who follows the Black Path and uses the Umbra Line is usually a dark soul, one who haunts others, blinding them and cursing them with gloomy magic.
1st
fog cloud
3rd
darkness
5th
phantom steed
7th
phantasmal killer
9th
negative energy flood
Shadow Spells
At 1st level, you are siphon your magic from arcane darkness and obscuring shadows. Choose one necromancy cantrip from any spell list, which you know and can cast as an occultist spell, not counting against the maximum amount of cantrips that you can know. You also gain darkvision of 120 feet, and can see through magical darkness using this darkvision. As an action, you can wreath yourself in a dark aura, which extends in every direction (but not through total cover) 30 feet. In areas of dim light, it becomes darkness, areas of bright light become dim light, and areas of darkness become magical darkness. This aura lasts for a minute or until you're knocked unconscious. When you first use this feature, each creature of your choice within range make a Constitution saving throw against your spell save DC or take necrotic damage equal to 2d6 + your Intelligence modifier, or half as much on a successful save.
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 darkness produced in a way other than this feature or your spells sometime during the day for at least one minute.
Dark One
Beginning at level 7, you gain immunity to necrotic damage. Additionally, when you cast a spell that deals necrotic 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.
Blinding Gloom
When you gain this feature at 11th level, you are better at using your dark powers to blind others. As a reaction, when you deal necrotic damage to a creature or they fail a saving throw against a spell you cast, they become blinded until the end of your next turn.
The Power of Midnight
At 15th level, when you are in darkness, you can harm others with bursts of darkness. While completely in darkness, you may use a bonus action to make a ranged spell attack, dealing necrotic damage equal to 2d10 + your occultist level on a hit. Your bonus to hit for this is your spell attack modifier.
Okay, that's it for now. I might work on the Charms later.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Any thoughts on the subclasses?
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Blinding gloom from the umbra line seems quite strong. I’d say that after the first round of blindness, the creature has the option to make a saving throw against the blindness equal to spell save DC, that decreases by a pretty big number every round, as bosses will get thrashed by that ability with instant blindness on being hit. Maybe the DC could reset after some time though. Or maybe there is a limited time use before a short rest. Other than that these seem really cool! :D
I agree that it probably needs to be limited in some way. I'll work on that sometime in the future.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
So, I currently have a dark themed subclass (Umbra), a more neutral/good themed subclass (Earth), and a brighter subclass (Light). I will be making the Bone, Blood, Familiar, Mixture, and Morph Lines of magic, but am open to other suggestions for subclasses.
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Overall, this looks like a very solid second draft. The powers you get from choosing your Unearthly Path are all very good, and appropriately themed. I would put a time cap on how long Coven Points last, or someone will say that they spend downtime and get hundreds of them. Here's some charm ideas. I grouped them in groups of three, with similar effects but slightly different depending on the Unearthly line.
Malison: Necrotic Armor- choose a target creature within sixty feet (this includes yourself). For the next minute, whenever that creature is hit by a melee attack, the creature that attack them take necrotic damage equal to your intelligence modifier.
Ward: Protective Bond- Select two friendly creatures within sixty feet. Whenever on would take damage, the other creature takes it instead.
Favor: Blessed Restoration- Select a creature within sixty feet. At the start of it's turn, it regains life equal to your intelligence modifer.
These three are all variations on the same theme- defense, showing how each path would go about defending themself.
Malison: Hellfire Binding- Select a target within sixty feet. They begin to experience extreme pain, and feel as if their movements are slowed. A creature with truesight or one that can see into the ethereal plane sees the target bound in chains of infernal iron. At the start of their turn, they must make an intelligence saving throw. If they pass, the affect fades at the end of the creatures turn. If they fail, the effect persists. While enchained, the creatures speed is halfed and it makes dexterity saving throws with disadvantage. If the creature moves more than ten feet on it's turn, it takes 1d10 slashing damage. At the end of a minute, this effect disappears.
Ward- Unearthly Seal- Select a target within sixty feet. A ring of runes springs up around them, visible to creatures with truesight. The ring is ten feet wide, centered on the creature. It cannot move out of this ring while the ward persists. Other creatures may move through it freely. The creatures may take an action on it's turn to attempt to escape the ring, making a charisma saving throw. If the creatures succeeds, the ring disappears and its turn ends. This effect disappears at the end of a minute.
Favor- Harmonies Protection- Select a creature within sixty feet. To creatures with truesight, it appears that the creature is protected by the wings of an angel. Whenever a hostile creatures attempts to move within ten feet of the target, they must make a charisma saving throw. If they they fail, their movement ends. This effect vanishes after a minute is up.
I know this isn't your vision of how the charms work, but they are a suggestion.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
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That's totally fine. 2020 is crazy, take your time. Real life is more important than this.
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Thanks, I'll put a limit on Coven Points, they should go away after a long rest.
Thanks for these suggestions. I can definitely use some of these and take inspiration from others.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Ok. Here is my full review of the Occultist class. I'll break down each feature one by one, and give feedback and suggestions on them.
First impressions- d6 hit points, no armor and simple weapons show that this is definitely going to be casting class.
Spell Casting and Grimoire- Spell casting looks normal for a full caster. The grimoire, however, looks interesting. The language is a bit confusing, but it allows you to cast ritual spells without preparing them. It remands me of the Book of Ancient Secrets Eldritch Invocation.
The spell list- Similar to a mixture of Warlock and Wizard lists. Actually quite a lot of spells.
Subclasses- I'll cover these at the end.
Unearthly Path- This is where the class starts to get interesting. Picking a path impacts what extra spells you get, a feature and charms you might choose further in the future. The features for each class are quite powerful. Dark Malediction- flat necrotic resistance is nice, and the curse is very powerful. The exhaustion and extra damage is already extremely powerful, but the target also loses reactions and has disadvantage on their first attack? That is a very, very powerful ability to get. I suspect a ton of multiclasses would dip for that ability. The Black Path spells look fine, but Hex stands out as the obvious best. All in all, Black Path looks extremely powerful. I guess that is flavorful, the most powerful path at the greatest cost.
Grey path- Pallid Aura looks good, but pales in comparison to Dark Malediction. The temporary hit points are fine, but not great. Making saving throws at advantage is pretty powerful as well. Unfortunately the third ability just doesn't mesh with the other two. Advantage on ability checks is very powerful, but you wouldn't want to trigger it in the same situation as you would when you want temp Hp or defense. Maybe in a stealth build, when you're cover is blown you have defense? This ability might need tweaking. Finally, the spell list. Everything on it looks pretty solid, and Wall of Force is always great for shenanigans.
White Path- Ivory Benison looks like a strictly better version of Pallid Aura. Disadvantage on attack rolls against the target, regeneration, and advantage on attacks is a very potent cocktail of buffs. This is much more comparable to Dark Malison, and would be terrifying on a Bear Totem Barbarian. The spell list is nice, but nothing really stands out.
Overall, Black and White path are much more powerful than Grey. I'm not sure exactly what type of nerf they need, but they do need one.
Next, Charms. I talked about those in my last post, and without it being finished yet I can't review it. If you liked my previous Charm suggestions, I can make more.
Coven Rite- This is an interesting support mechanic. I think I'll need the playtest it to really understand how it works, there just isn't anything like it in 5e.
Next, subclasses.
Light Line- Bright Mage. A powerful one use ability, but not broken. One with Light- Radiance immunity is mostly ribbon, but maxing out damage on a radiant spell is very good. Once again, it is rest locked so I don't think it is broken. Draining Radiance- I don't like this feature for multiple reasons. For one, It doesn't feel flavorful for the line. Also, it is very very good. Forcing a tone of exhaustion on something can instakill it, especially if you combine with Dark Malison. Finally, Light Energy. Every turn you get to deal an extra 2d10+15-20 damage? That is really powerful. All in all, this subclass just gives you more ways to deal more damage. A non-damage ability would make it much more interesting.
Earth Line- Primal Power- The druid cantrip is nice, but the second part needs more detail. I get the intent, but it needs clarification. Warden of Nature- A powerful ability. Not much more to say about it. Magic of the Wilds- Now this is a really cool ability. I like this a lot. Earth's Strength- Good defensive ability. Nice after all the offensive powers.
Umbra Line- Shadow Spells- You might want to break this first feature into so smaller ones, just to increase readability. I like all of the features in it, and they nicely mix flavor and power. Dark One- The parallel to One with the Light. Same critiques apply. Blinding Gloom- Blindness is a pretty big debuff. You are going to be spending a ton of reactions on this, so I gues it balances out. Finally, Power of Midnight. Same thoughts as Light Energy.
My biggest critique of these subclasses is how damage focused they are. Light and Dark also have balance issues, and I think replacing some of the damaging abilties with support or exploration stuff might help those issues. Earth Line interested me the most, which I strange because I don't really like druids. I liked the focus on saving throw spells.
Hope this helps. I'll do a similar assessment for Gish tomorrow.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
i think the coven thing is odd and hard to use and you should probably change it to something else but the class feels a lot like a wizard/warlock maybe mixing it up would help
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pretty cool. Basicly warlock though.
I am an average mathematics enjoyer.
>Extended Signature<
Not really. Warlocks make pacts, these don't. Warlocks have eldritch invocations, these don't.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It's not hard to use. You just switch around spell slots.
This is kind of meant to be a mix of a supporting arcane charming witch class.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Thanks. I'll respond below in this post.
Yep, casting focused 100%.
It kind of is a mix of that and a spellbook. Witches in lore often have grimoires, so that's why I gave them this.
Yep, mostly a mixture of that. I may add more general support ones for light and grey paths to take. They do get quite a lot of spells. They're meant to be a strange alternative to a wizard, really.
Yes, they are very good. They're meant to make the class very customizable and flavorful. I personally love the mechanic of 2 different extra prepared spell lists, as it just allows for a ton of mixing and matching to create a very specific Occultist. The features are powerful, and I may nerf them.
So, would you recommend removing the exhaustion, then? It would help balance it out a bit. If you had to get rid of one of the dark malediction features to make it more balanced, which would you do? Also, since they do get it at level 2 it's a tiny bit harder to get by multiclassing, and there aren't a ton of classes that would be tempted to multiclass into this, as they're Intelligence casters.
Yeah, I'll change this up a bit, then. Maybe bring the others down to this one's power level, or maybe meet halfway between this one's power and the others'.
Okay, I can change this a bit, nerf it a little.
I'll get more charms when I have the time (probably Monday).
Yeah, I need to playtest it. It is meant to be unique.
Okay, I can work with Draining Radiance. Any suggestions for replacements?
LIght Energy is powerful, yes. Maybe it doesn't really fit. Any idea to replace it that doesn't do damage? Maybe some debuff light aura, or something?
Okay, I'll probably clarify that soon. This subclass is probably the one I'm most proud of as of so far. Maybe it would help to base the other subclasses more on this, give them more defensive abilities.
Okay, I can split Shadow Spells into two abilities. I can tweak with both the Light and Umbra subclasses to get the right feel.
Thanks for the subclass feedback. That will help me in the future.
Thanks. This helps a lot. I'll wait for a bit more feedback, and then tweak things a bit. I think this one is actually more developed than the Arcane Gish one at the moment.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Hmm, ways to nerf Dark Malediction. I'd actually remove the extra damage. I know this is pretty huge for the feature, but this is my reasoning. Dark Malediction is intended to be a curse, something that makes the target less powerful. Making a person deal more damage to them is powerful, but doesn't exactly fit with my idea of a curse. If you want to soften the blow a little bit, you could replace the extra damage with this ability: Attacks against the cursed target score critical hits on a roll of 19 or 20. Since it effects everyone, you can flavor as the target's reaction time being slowed, leaving them open to devastating strikes.
My biggest worry with Bright and Dark mage is that they focus too much on damage. I think that at least one of the damaging feature of Bright should be replaced with a buffing feature, and one of dark replaced with a debuffing feature. Occultists are intended to at least be a little bit of a support class, and this could help that identity. I liked Earth Line, and other than refinement I'd don't think the core mechanics require changing.
That's all the feedback I have now.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
I'll think about it. I think it's a nice boost, but I think it's too similar to Hexblade's Curse. Sure, it works on everyone, but I'm not sure on that.
I agree. I can work on fixing the Umbra and Light Lines in the next draft.
Thanks for the feedback, again.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
the fluff of where their power is derived, via eldrich knowledge an wizard would be too afraid to read, forbidden and dark magic they acquired from less than reputable sources, is exactly the same as how an warlock is supposed to work (according to the player's handbook and xanatar's guide to everything) minus an warlock having an patron that might occasionally assist them in their research and provide them a small handful of supernatural powers that cannot be gained by research alone. Perhaps you can mention something about how warlocks and occultists relate to and think about eachother in the fluff, let the occultist choose eldrich invocations (since those are a warlock feature gained purely from your own research with little to no intervention to your patron), have an path option akin to the order of the profane soul or perhaps just try to distance the two classes a bit more in how they are supposed to derive their spells
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
i think that would make it more like a warlock subclass then its own class but you are right i think
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