Base Class: Artificer
A brush with a cult, a past haunted by specters, mysterious forces outside of your control, arcane studies of forbidden subjects - whatever it is that lead you to this path has piqued within you an insatiable curiosity. More theologically rigorous Occultists might serve as advisors or agents of the faith, while those of a more rational bend might ply their trade as detectives or monster hunters. Evil Occultists are all too common however, their hunger for knowledge driving them to extreme lengths in pursuit of power, often fraternizing with Devils.
Occult Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the occultist spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Wicked Tradecraft
At third level, your rigorous attention to detail and the demands of your chosen profession have given you expertise in two of the following skills: Arcana, Insight, Investigation, Perception or Religion. In addition, you learn to speak one of the following languages: Infernal, Abyssal, Deep Speech.
Instruments of the Occult
Starting at 5th level, you learned to use specific tools to help you in your research. Whether it is a divining rod, pendulum, spirit board or other occult tool, these devices help you unravel mysteries of the supernatural, aiding you in locating hidden magical tracks and marks.
You can use the spell Detect Magic without spell components or using a spell slot. In addition, your Detect Magic spell will give you advantage on survival checks by showing you magical tracks if they exist, to find magical creatures such as constructs, elementals, fiends, monstrosities, oozes or undead.
Purveyor of the Strange
Starting at 9th level, your travels have taught you how to create a weird fetish using Tinker's Tools filled with the essence of the weird and unnatural energies of the universe. Each weird fetish fashioned this way costs materials of 500gp and 4d6 hours to create. A weird fetish can be used a number of times equal to your proficiency bonus before it crumbles to ash, it's essence consumed. You choose a number of weird fetishes equal to half your proficiency bonus that you are capable of crafting.
- Effigy of Spite A small straw doll with a neutral expression sewn onto it. It's button eyes seem to be strangely expressive. Consumes a charge to cast Hellish Rebuke without using a spell slot and ignoring components.
- Hand of Glory The mummified left hand of a hanged man, it bears a candle whose flame glows a pale and eerie green when lit. Consumes a charge to cast Hold Person without using a spell slot and ignoring components.
- Mirror of Scrying A polished silver mirror, it shines with an unnatural tint even in darkness. Consumes a charge to cast Augury, ignoring components and without using a spell slot.
- Idol of Nightmares A small obsidian statuette in the fashion of an ancient warrior housing an ancestral spirit. Consumes a charge to force a target you can see within 30' to make a Charisma saving throw against your spell save DC or suffer disadvantage to all rolls for your spellcasting modifier number of turns. Consuming a charge from the Idol of Nightmares takes a full action.
- Witch Bottle A bottle filled with bodily fluids, nails and pins, its outsides scorched and blackened. Consuming a charge allows you to cast counter-spell without material components or using a spell slot. A spell countered in this way is stored in the jar and can be cast by consuming the remaining charges allows the spell to be cast from the jar as an action.
- Talisman of Rebirth An icon made of strange material, holding it fills the bearer with renewed vigor. Consume all charges to pass a Death Saving throw, stabilizing yourself and bringing your HP back to 0.
- Bezoar A green stone from the stomach of an oxen, cattle or aurochs and imbued with magical properties. Consume a charge from the stone to cure a poison effect from a target within reach.
Hellblazer
A lifetime in pursuit of the occult has given you knowledge on how best to deal with denizens of the planes. You gain resistance to radiant, fire and necrotic damage.
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Posted Aug 26, 2021Don't flame me for formatting, this is my first time using beyond >.<