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Artificer
Base Class: Artificer

Occultists are artificers who draw power from the outer planes to empower their spells and themselves, drawing upon knowledge forbade to them to find the answers to lives secrets.

Tool Proficiency

3rd-level Alchemist feature

You gain proficiency with herbalism kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Occultist Spells

3rd-level Alchemist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Alchemist Spells

Artificer Level Spell

3rd

bane, protection from evil and good

5th

augury, suggestion

9th

animate dead, hunger of hadar

13th

banishment, summon greater demon

17th

dominate person, reincarnate

Forbidden Knowledge(3rd Level)

3rd-level Occultist feature

Whenever you finish a long rest, you can chose one spell of 2nd level or lower from any spell list; until you finish a long rest the spell counts as an artificer spell for you. In addition you may cast the spell without expending a spell slot; once you have cast the spell this way; you cannot do so again until you finish a long rest. You may cast the spell with any spell slots you have.  

At later levels you can access higher level spells; gaining 3rd level spells at 5th level, 4th level spells at 7th level, and 5th level spells at 9th level. 

Anchor of the Beyond

5th-level Occultist feature

Your study of the Far realms has expanded your mind granting you the following abilities.

  • You can accurately recall anything you have seen or heard within the past month.
  • You gain true sight out to a range of 10ft.
  • you are always aware of the time on the material plane and on any of the outer planes.
  • A number of times a day equal to your proficiency bonus as an action you can make a Melee attack against a creature you can see within 5 ft., on a hit you can chose to change the creatures creature type to either Celestial, Fiend, or Aberration. After one hour the creatures type returns to their original type. You regain all expended uses of this feature once you complete a long rest.
  • You add your intelligence modifier to any constitution saving throw you make.
 

Full Null

9th level Occultist feature.

As a bonus action you push equally against all of the outer planes, taking a shadowy appearance. For the next 10 minutes you gain the following benefits.

  • Once per turn when you cast an artificer spell of first level or higher, you can chose to upcast it by one level without expending a higher level spell slot.
  • As a bonus action you can teleport 30 ft to an unoccupied space you can see.
  • When a creature forces you to make a saving throw or makes a spell attack against you, as a reaction you can chose to cast an artificer spell which only targets that one creature.
  • If you have expended your free casting of the spell granted by your forbidden knowledge feature you recover that use of the feature.

Once you use this feature you gain one level of exhaustion.

Dark Grimoire

15th-level Occultist 

You collect all of your knowledge of the outer planes and pour it all into a Grimoire which you determine the appearance of. 

  • Chose one 1st level spell, one 2nd level spell and one 3rd level spell from any spell list. these spells count as artificer spell list and are always prepared for you.

While holding the Dark Grimoire you gain the following benefits. 

  • Once per day you can cast the Plane Shift spell without expending a spell slot. you can cast it this way again upon completion of a long rest
  • When you cast a 1st or 2nd level spell using a spell slot there is a 50% chance the spell slot is not expended
  • Your alignment cannot be changed against your will
  • Once per turn when you damage a creature with an artificer spell you can chose to deal an additional 1d4 psychic damage to the creature

If your Dark Grimoire is lost or destroyed you can create a new one using 1,000gp of materials in fine papers and ink, once you create a new Grimoire your old one loses all of its magical power.

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