Base Class: Warlock
Your magic comes from a connection to the secrets of the arcane that lie in the forces of nature, and even those beyond. Your powers may have been bestowed upon you by occult spirits, or a hag’s bargain. Perhaps you were trained by a coven, or some other supernatural entity. You might be indebted to your patron, or have traded something significant of yours for the gift.
Their knowledge allows you to tap into ancient arcana and bend the world to your will in order to preserve balance between the natural and supernatural world.
Expanded Spell List
The Occult lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Occult Expanded Spells
| SPELL LEVEL | SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Strange Magick
When you enter this pact at 1st level, your occult patron grants you strange and untapped arcane knowledge. Whenever you cast a warlock spell of 1st-level or higher, you can replace its damage type with a damage type from another warlock spell you know, altering the spell for this casting only. Spells cast in this way resemble the strange magic of witches, and may be unrecognizable to traditional spellcasters.
Wyrd Omens
At 6th level, you can sense prophetic omens foretelling the destiny of those around you. When a creature within 60 feet of you makes an ability check or saving throw, you can use your reaction to add or subtract a d8 to their roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Primeval Alchemy
At 10th level, you learn more of the secrets of the natural world, allowing you to extract magic from strange ingredients as you brew them together to create potions of wondrous effects.
As an action, you can expend a warlock spell slot to magically create a potion in an empty flask, which stores a spell you know from the warlock spell list. The spell must have a casting time of 1 action, it must only target 1 creature, and it must not require an attack roll. If the spell has material components, they are consumed as normal, and any potion you create with this feature lasts until it is consumed or until the end of your next long rest.
As an action, a creature can drink the potion or administer it to an incapacitated creature, triggering the spell's effects. The spell uses your spellcasting modifier and only targets the creature that drank the potion. The target is treated as the caster of the spell for all other purposes.
You can use this ability a number of times equal to your proficiency bonus, and you regain all uses of this ability when you finish a long rest.
Grand Hex
By 14th level, you can call upon the spirits of the occult to lay baleful curses on those who would disrupt the balance of natural order. As an action, you may place a curse on a creature within 30 feet. The target must succeed on a Wisdom saving throw against your spell DC or become cursed for the duration. When you use this ability, choose the nature of the curse from the following options.
- The creature breaks out in horrible necrotic sores. Any time the creature is damaged, the sores burst, dealing 1d6 necrotic damage to the creature. This curse lasts 10 minutes.
- When the creature attempts to communicate anything, it conveys the opposite of its intended message. While cursed, the creature cannot cast spells of any kind. This doesn't include spell-like abilities This curse lasts 10 minutes.
- The creature appears to significantly age, causing them to take 6d10 necrotic damage and giving them a point of exhaustion. This curse lasts until the end of their next long rest.
- The creature is charmed or frightened by the first creature it sees. This curse lasts until the end of their next long rest.
- You may replicate any curse option from the Bestow Curse spell. This curse lasts until dispelled.
At the DM's option, you may choose an alternative curse Effect, but it should be no more powerful than those described above. The DM has final say on such a curse's Effect. The effects of this ability can be dispelled with Remove Curse and Dispel Magic. Once you use this ability, you can't do so again until you finish a long rest.