Base Class: Rogue
When things go bump in the night and townsfolk start to going missing, you're the first on the scene. Using your knowledge of the occult, you uncover and unravel plots against the mortal world.
Bonus Proficiencies
At 3rd level, you gain proficiency in Arcana, History, and Religion. If you are already proficient, add double your proficiency bonus to any checks made using that skill.
Occult Magic I
By 3rd level, you have taught yourself some fundamental spells for tackling an occult investigation. You know the Light and Mage Hand cantrips. Intelligence is your spellcasting ability for these and later spells you learn.
Warden Against the Unnatural
By 3rd level, you have tirelessly trained to protect yourself against magic and the powers of monsters. When you make a saving throw against a spell or against a non-beast or non-humanoid creature's attack or ability, roll a d4 and add the number rolled to the result.
Dream Training
When you reach 9th level, you gain the supernatural ability to focus your training via a series of dreams. When you finish a long rest, choose any type of creature except beast or humanoid. Until you finish another long rest, you have advantage on Wisdom (Survival) checks to track them and on Intelligence checks to recall information about them. In addition, you cannot be surprised by such creatures.
Occult Magic II
By 9th level, you have taught yourself several more versatile spells for dealing with the unnatural.
You learn Detect Evil and Good, Detect Magic, Identify, and Protection from Evil and Good. You can cast each spell once. If you do so, you can't cast them again until you finish a short or long rest.
Expert Archivist
By the time you reach 13th level, you have learned an extraordinary amount about history, the occult, and unnatural beings. When you make a Arcana, History, or Religion check, roll a d6 and add the number rolled to the result.
Occult Magic III
At 13th level, you learn a group of more advanced spells. You know the spells Knock, Locate Object, See Invisibility, and Zone of Truth.
You can cast each spell once. If you do so, you can't again until you finish a long rest.
Occult Magic IV
By 17th level, you have mastered a set of stronger spells. You learn Counterspell, Dispel Magic, Remove Curse, and Speak with Dead. You can cast each spell once. If you do so, you can't again until you finish a long rest.
Shield of Purity
Starting at 17th level, you can perform a powerful defensive technique. This acts like the spell Protection from Evil and Good, but it applies to all creatures except beasts and humanoids. This shield automatically appears when you roll initiative or when a non-beast or non-humanoid creature attacks you or seeks to charm, frighten or possess you. It is a concentration effect. You have advantage on Constitution saving throws to maintain it.
If you lose concentration on the shield, you must wait 1 minute until a triggering event can activate it again.
Previous Versions
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3/12/2020 1:31:41 PM
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Coming Soon
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