Base Class: Wizard
The occult is a category of supernatural beliefs and practices considered to neither fall under religion nor science, encompassing such phenomena as those involving mysticism, spirituality, and magic in terms of any otherworldly agency. It can also refer to other non-religious supernatural ideas like belief in vampires or fairies and movements like ufology and parapsychology. This school of magic helps aid in the detection, protection, and manipulation of these forces.
Occult Lore Master
At 2nd level, you have learned to identify and detect creatures and sources of the occult and have Proficiency in Survival (Wisdom) checks. You have also learned to defend your mind from otherworldly threats you have Proficiency in Charisma saving throws
You learn to read, write, and understand Deep Speech.
Your studies have shown that many of these occult creatures are resistant to magic. So in order to better prepare yourself to face these threats you undergo martial training. You become proficient in Light armor, medium armor, shields and proficient in Simple weapons, martial weapons.
Occultist Magic
Starting at 2nd level, Your studies into the occult has allowed you to learn and understand how to wield some of it's magic. You learn the Eldritch Blast cantrip. You have access to the Warlock spell list.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Third Eye
At 10th level, Whether be from your exposure to otherworldly powers, your inscrutable study of the occult, or a combination of the two, your mind has been changed. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Spellbook and keeping watch.
As an Action, you can cast the True Seeing spell with this feature, without expending a spell slot.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Paranormal Hunter
At 14th level, Through research and personal experience, you have mastered identifying, tracking, and combatting Paranormal forces.
As a bonus action, you gain the following benefits for 1 minute:
- You have advantage on attack rolls against aberrations, celestials, elementals, fey, fiends, and undead.
- When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.
- Creatures of those types have disadvantage on attack rolls against you. You also can't be charmed, frightened, or possessed by them. If you are already charmed, frightened, or possessed by such a creature, you have advantage on any new saving throw against the relevant effect.
Once you use this bonus action, you can’t use it again until you finish a long rest.
Previous Versions
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