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Occultist Creating an Occultist


In the midst of the black dragon's lair, a red robed man stands The irst thing you should consider when making an occultist is
before the legendary beast, coated in its acid. Determined to how they came into contact with the writings of the ancients.
obtain the last piece of the tablet that could complete his Were you a burgeoning scholar who uncovered a lost tomb? Did
research, the man launches into spellcasting. His blood pours one of your colleagues leave you an ancient entry and a note,
out of his hands, forming into an array of needles on his palm. before mysteriously vanishing? Or maybe you discovered
His hand pierces into the dragon's tough scaled hide and his strange writing in the forgotten belongings of an ancestor you
wounds close, as he siphons away the dragon's blood. don't remember? Perhaps you stumbled into a meeting of
Pouring over the nearly withered tome, the elven woman— occultists and were swept by their promises? Regardless of how
short and gaunt—seeks out the next part of the ritual that can you start, you will need to make your way to sites around the
make her immortal. Frustrated, she throws the tome down and world to expand your knowledge on the dark arts, so think
calls to her friend. The skeletal humanoid arrives by her side, about how your character would react to this prospect, and
picks up the book, and suggests they should try reading the what they suspect they will ind.
tablets in the catacombs below. After this discovery, what drove you to pursue the dark arts?
The pure, opalescent eyes of a tie ling stare passionately at Did a lack of control in your life bring you to desire its promised
the starry skies above. With an ornate, golden dagger in hand, control? Do you see it as your birthright, as something that you
he asks the bound bandit leader where he kept the stolen goods. are destined to accomplish? Are you driven by raw curiosity,
Obstinate till the end, the bandit spat. The tie ling completes the regardless of what you will ind? Has a terrible event caused you
ritual, uttering a phrase in a long forgotten tongue and driving to realize the frailty of life, and so you crave immortality?
the dagger into the prisoner's heart. His knowledge looded into Perhaps you are trying to prove to someone or something the
the tie ling's mind, revealing the location of the bandit's cache. merits of these older ways?
Armed with that knowledge, the tie ling started on the trek back
to the raided village. Quick Build
Regardless of their paths, these spellcasters are all occultists: You can make an occultist quickly by following these
arcanists obsessed with uncovering the secrets of ancient and suggestions. First, make Intelligence your highest ability score,
forgotten magics. They delve through tombs and ruins, scour followed by Constitution. Second, choose the sage background.
ancient texts and records, all in an effort to uncover secrets of
the primal and untempered magics of ancient civilizations. By Multiclassing
tracing magic back to its irst and bloody implementations,
The prerequisites for multiclassing into an occultist are a
occultists hope to secure and re ine power that has been lost to
Constitution and a Intelligence score of 13. When you multiclass
the ages.
into occultist, you gain pro iciency in light armor, medium
armor, simple melee weapons, blowguns, darts, whips,
Savage Magic scimitars, shortswords.
Before someone can become an occultist, they must irst have
been exposed to the unkempt and unsanitized magic of the
ancient civilizations. In ages long past, in the eras where the
Class Features
methods of harnessing arcane magic were unde ined and As an Occultist, you gain the following class features
unstandardized, the ancients tapped into their own life force to
create or amplify magical effects. Untainted by the preconceived
Hit Points
notions modern arcanism, these ancients achieved incredible Hit Dice: 1d8 per Occultist level
feats of magic by investing all of their minds, bodies, and souls Hit Points at 1st Level: 8 + your Constitution modi ier
into the spells they wove. Whether scorned by the wizards of Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
the world, or introduced to the arcane by ancient texts irst modi ier per Occultist level after 1st
hand, occultists revel in the viscerality and potential of this Pro iciencies
bloody magic.
Armor: light armor, medium armor
Weapons: simple melee weapons, blowguns, darts, whips,
Reckless Ambition scimitars, shortswords
Tools: Choose two from calligrapher's supplies, cartographer's
Like the ancients that came before them, occultists seek out
tools, forgery kit, and navigator's tools
power at the cost of their own wellbeing. The rites undergone
by the ancients demanded great sacri ice, and utilizing their Saving Throws: Constitution, Intelligence
magic demands the occultist undertake tremendous personal Skills: Choose two from Arcana, Deception, History,
risk as well. One does not undertake such daunting trials Intimidation, Investigation, Medicine, Perception, Religion
without a ire in their hearts.
With information on these practices and their relics so scarce
—and with individuals so fervent—it is no wonder that they
oftentimes ind one another to exchange information. These
relationships can grow into organized meetings between many
occultists, which develop congruent beliefs and uni ied goals.

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Occul st
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcas ng, Expanded Lexicon 3 2 — — — — — — — —
2nd +2 Blood Magic 3 3 — — — — — — — —
3rd +2 Archaic Rite 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Archaic Rite feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Archaic Rite feature, Integra ve Research 5 4 3 3 3 2 — — — —
11th +4 Secrets of the Ancients (6th level) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 Secrets of the Ancients (7th level) 5 4 3 3 3 2 1 1 — —
14th +5 Archaic Rite feature, Integra ve Research 5 4 3 3 3 2 1 1 — —
15th +5 Secrets of the Ancients (8th level) 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Secrets of the Ancients (9th level) 5 4 3 3 3 2 1 1 1 1
18th +6 Perfected Vitality, Integra ve Research 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Archaic Rite feature 5 4 3 3 3 3 2 2 1 1

Equipment Spellcasting
You start with the following equipment, in addition to the
equipment granted by your background: As a practitioner of the old magics, you know how to enact
arcane magical effects by piecing together archaic mysteries and
(a) two daggers, or (b) a quarterstaff (c) a martial weapon following the footsteps of the ancients.
you are pro icient with
(a) scale mail, (b) leather armor Cantrips
(a) a scholar's pack or (b) a dungeoneer's pack At 1st level, you know three cantrips of your choice from the
An occult focus, one of the tools with which you are occultist spell list. You learn additional occultist cantrips of your
pro icient, and a relic containing ancient magical teachings choice at higher levels, as shown in the Cantrips Known column
which hasn't yet been fully deciphered of the Occultist table.
Alternatively, you can ignore the equipment here and in your
background, and buy 4d4 × 10gp worth of equipment from
Spell Slots
The Occultist table shows how many spell slots you have to cast
Chapter 5 of the Player's Handbook.
your spells of 1st level and higher. To cast one of these occultist
spells, you must expend a slot of the spell's level or higher. You
Equipment: Occult Focus regain all expended spell slots when you inish a long rest.
An occult focus is a special item—an specially prepared For example, if you know the 1st-level spell burning hands
skull, a ritual dagger, bone-carved staff, or similar item and have a 1st-level and a 2nd-level spell slot available, you can
—designed to channel the power of ancient arcane cast burning hands using either slot.
spells. An occul st can use such an item as a
spellcas ng focus. Ancient Traditions Known
You know two ancient traditions of your choice, detailed at the
end of this class. Each tradition can have a feature associated
with it, and each has a list of spells that you learn at the occultist
levels noted in the tradition's description. Every spell gain this
way is considered an occultist spell for you.
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Additionally, when you gain a level in this class, you can choose
one of the traditions you have learned with this feature and
Pooling Vitae
When you inish a short rest, instead of expending Hit Dice to
replace it with another ancient tradition of your choice.
heal, you can choose to absorb the life essence in the
environment around you. When you do so, you regain a number
Spellcasting Ability of hit points equal to ive times your occultist level. This feature
Intelligence is your spellcasting ability for your occultist spells,
can restore you to no more than half of your hit point maximum.
since the potency of your magic relies on your knowledge of and
ability to act on the ancient knowledge you have found. You use
your Intelligence whenever a spell refers to your spellcasting
Variant: Advanced Blood Magic
ability. In addition, you use your Intelligence modi ier when
If you want to introduce a li le more risk and flexibility
setting the saving throw DC for an occultist spell you cast and into your blood magic, you can use this variant. When
when making an attack roll with one. you gain your blood magic feature, you also gain the
Enhanced Vitality feature, and your Pooling Vitae
Spell Save DC = 8 + your proficiency bonus + feature is changed to the version below.
Enhanced Vitality. The maximum number of occul st
your Intelligence modifier Hit Dice you have increases by half of your occul st
level. This does not increase your maximum hit points,
Spell attack modifier = your proficiency bonus + only how many Hit Die you have available to spend.
your Intelligence modifier Pooling Vitae. When you could roll hit die at the end
of a short rest, you can also expend one spell slot to
Ritual Casting immediately gain and spend a number of occul st Hit
You can cast any occultist spell you know as a ritual if that spell Die equal to 1 plus the slot level. For each die, you
has the ritual tag. You can ritually cast a spell without increasing
regain hit points equal to its result + your Cons tu on
and Intelligence modifiers.
its casting time by 10 minutes if you choose to lose 1d8 hit
points per level of the spell when you start casting it.

Spellcasting Focus Archaic Rites


You can use your own life to power your spells. You can use an At 3rd level, you choose an archaic rite from the list of available
occult focus as a spellcasting focus for your occultist spells. rites, shaping the nature of your profane research. Your choice
grants you features at 3rd level and again at 6th, 10th, 14th, and
Expanded Lexicon 20th level.

Your research into the ancient has made you acquainted you
with many disparate tongues and writings. You learn how to Ability Score Improvement
read, write, and speak three additional languages, which should When you reach 4th level, and again at 8th, 12th, 16th, and 19th
re lect the nature of your research. Additionally, you have level, you can increase one ability score of your choice by 2, or
advantage on any check made to decipher the meaning behind you can increase two ability scores of your choice by 1. As
written words. normal, you can't increase an ability score above 20 using this
feature.
Blood Magic
Starting at 2nd level, your study of ancient magics has granted Integrative Research
you the ability to channel your life essence to create or enhance At 10th level, you have learned to incorporate magic from
magical effects. This essence is represented by Hit Dice you adjacent traditions into your study. Choose a spell from any
choose to spend using this feature. Whenever you inish a long ancient tradition. That spell is permanently added to your
rest, you regain all of your occultist Hit Dice instead of only half. occultist spell list, and you can cast it as if you knew it normally.
You can use your occultist hit die to fuel various blood magic The spell must be of a level which you can cast.
features. You start knowing three such features: Blood Barrier, You learn an additional such spell at 14th level and again at
Essence Siphon, and Pooling Vitae. 18th level.

Blood Barrier
Whenever you would take damage, you can use your reaction Secrets of the Ancients
and spend one of your occultist Hit dice. Roll the die, add your At 11th level, you have begun to unearth the most powerful
Constitution modi ier, and reduce the damage by that total. secrets of the ancients: powerful spells that transcend tradition.
You learn two 6th-level spells from the occultist spell list, and
Essence Siphon can cast them as occultist spells.
Once per turn, when you deal damage to a creature with an At higher levels, you learn more spells of your choice and of
occultist spell, you can spend one occultist Hit Dice to deal extra higher levels: two 7th-level spells at 13th level, two 8th-level
damage to that creature. Roll the die. The target takes extra spells at 15th level, and two 9th-level spells at 17th level.
necrotic damage equal to that amount, and you regain hit points Additionally, when you gain a level in this class, you can
equal to the amount of this damage the target takes. Constructs choose one of the spells you learned this way and replace it with
and undead are immune to this damage. another spell of the same level from the occultist spell list.

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Pureblood
Perfected Vitality At 10th level, your blood has become pure. You are immune to
At 18th level, your use of blood magic has been perfected. diseases and the poisoned condition, and you are resistant to
Whenever you roll an occultist Hit Die, you can roll 2d8 instead poison damage. Additionally, while you aren't incapacitated, you
of 1d8. do not bleed unless you choose to.

Archaic Rites Exalted Blood Magic


Starting at 14th level, your blood magic options improve.
In your studies you have come across old and sacred rituals, Whenever you use your Blood Barrier, the barrier lingers,
hidden beneath the annals of time. You have devoted yourself to granting you a a +2 bonus to your AC until the start of your turn.
uncovering the full extent of these dark ceremonies, and Additionally, whenever you use your Essence Siphon, the target
undergoing strange changes in order to fully understand the will can't use reactions until the start of its next turn. Lastly, when
of ancients. Just as the ancients used their vitality to fuel their you use your Pooling Vitae, you gain temporary hit points equal
magic, you have warped your own life force to travel the same to your level.
path, furthering your descent into forbidden arts.
Sanguine Arcana
Rite of the Blood Caller At 20th level, the line between your vitality and your magic has
disappeared. Whenever you cast an occultist spell of 5th-level or
The Rite of the Bloodcaller is perhaps the oldest and most lower, instead of using a spell slot, you can instead choose to
primal of the archaic rites. Children of this rite are taken with reduce your current hit points. The amount you reduce your
the hemomantic origins of ancient magic, and seek complete current hit points by is equal to 4 times the level of the spell.
mastery over the materials of life. The rites focus on grating the When casting a spell this way, you must cast a spell at its lowest
wielder the ability to put more of themselves into their magic, possible level.
and more of their enemies as well. Whether you seek dominion Each time you cast a spell this way before inishing a long rest,
over your enemies or perfect control over your own body, the the cost of casting any spell this way increases by 2 hit points
rite of the bloodcaller provides. until you inish a long rest.

Traditional Hemomancy
Starting when you choose this rite at 3rd level, you learn the
ancient tradition of hemomancy, which doesn't count against the
number of traditions you know.
Additionally, you learn the shape blood cantrip, and the size of
the cube you can affect with this cantrip increases by a number
of feet equal to your occultist level.

Vital Casting
Also at 3rd level, you learn how to use your life force to
empower your spells. Whenever spend a spell slot to cast an
occultist spell, you can choose to lose hit points equal to 1 plus
twice the spell slot's level to cast that spell as if you used a spell
slot one level higher. You can't use this feature when expending
a spell slot of a level higher than the highest level occultist spell
you know.
Once per turn, when sacri icing hit points as part of casting a
spell or as part of a spell's effect would reduce you to 0 hit
points, you are instead reduced to 1 hitpoint.

Scion of Blood
At 6th level, you can use your blood magic to force your foes to
bow. When you use your Essence Siphon feature on a creature,
you can use your bonus action to force the creature to make a
Constitution saving throw. On a failure, they suffer the effects of
the command spell.
You can use this feature twice. You regain all expended uses of
it when you inish a long rest.

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Undying Fortitude
Rite of the Undying At 14th level, you have trained your presence to not waver at
Immortality has been an obsession of the mortal races since the death's door. While you are at 0 hit points, you remain fully
dawn of time, and as such its pursuit is relatively well aware of your environment. Additionally, When you are at 0 hit
documented. Seeing the promise in the magic of necromancy, points, you can choose to expend an occultist Hit Die at the start
the ancients who developed this rite combined their vital of your turn. You roll the die, add your Constitution modi ier to
magics with soulmongering arts in an attempt to spur their it, and regain hit points equal to the result. If you are prone, you
mind, bodies, and souls into a state of living undeath. Some can rise without spending any movement.
scholars believe that this rite was the precursor to the much Once you use this feature, you can't use it again for the next
more vile process of achieving lichdom. In any case, by studying minute, or until you replenish it as a bonus action by consuming
the bonds of life and death through the lens of ancient magic, two soul shards.
the children of the Rite of the Undying clearly succeeded in
creating a unique form of necromancy. Living Undeath
At 20th level, you have completed the rite of the undying and
Traditional Necromancy merged life and unlife, and attained a state of living undeath.
You learn the ancient tradition of blood necromancy, which After spending 24 hours in the throes of a heated ritual, you gain
doesn't count against the number of traditions you know. the bene its of this feature. You can no longer age, and are
immune to necrotic damage. You become resistant to non-
Soul Collector magical bludgeoning, piercing, and slashing damage.
When you choose this rite at 3rd level, you begin to harvest Additionally, if you die and your body is not completely
portions of the souls of creatures you slay to study what binds disintegrated, you return to life after exactly 7 days. The amount
them. Whenever you kill a creature that has a soul of at least CR of days it takes is reduced by 1 for every soul shard you had at
1/8, you gain one soul shard. You can store three shards. your time of death. You complete regenerate in an unoccupied
Whenever you inish a long rest, your number of shards resets space near one of your body parts (your choice), having gained
to one. the bene its of a long rest. Your previous body parts completely
Once per turn, when you or an undead you control makes an disintegrate after you are revived this way.
attack, ability check, or saving throw, you can consume a single Once you are brought back to life this way, you can't be
soul shard to add 1d4 to the result. You can do so after seeing brought back to life this way again for 30 days.
the initial roll but before any of the roll's effects occur.

Awakened Dead Rite of Cosmic Truth


Starting at 6th level, you have learned how to breathe autonomy The warped minds of the mad can see truths lost to the masses,
into the walking dead. Over the course of a short rest, you can and with the frequent madness in licted by the costs of ancient
perform a blood ritual to grant sentience an undead creature magic, it is no wonder the Rite of Cosmic Truth emerged. The
you raised using instill unlife. The creature must stay within children of this rite adopt the mantle of insanity willingly to
reach of you for the entire ritual. At the end of the ritual, you bring themselves closer to the cosmic truths unknowable by the
reduce your maximum hit points by up to 10. calmed mind. In their madness they learn to call forth malignant
The undead creature's Intelligence and Wisdom scores forces from the borders of reality, and deciphering the
become 10 + the amount you reduced your maximum hit points machinations of the mortal mind become child's play.
by, unless they are already higher. These scores can't be higher
than your own Intelligence score. It knows all of the languages it Eldritch Tradition
knew in life, and any languages you know. It is permanently Starting when you choose this rite at 3rd level, you learn the
charmed by you and unquestioningly regards you as its master ancient tradition of voidbringing, which doesn't count against
and true companion. No effect can suppress or end this the number of traditions you know.
condition. The undead is otherwise immune to the charmed and
frightened conditions. You can telepathically communicate with
this undead regardless of distance or plane, and it can command
other undead you control, raised by animate dead or similar
spells, as if it were you.
Your maximum hit points remain reduced until you cancel the
effects of this ritual as an action, the undead creature dies, or
the magic animating it fades. If you use this feature on another
undead creature while one is already bene iting from it, the
previous undead immediately loses this bene it.

Undying Initiate
At 10th level, your studies are beginning to bear fruit. You gain
resistance to necrotic damage, and age half as quickly. You no
longer need to breath, eat, or drink. If your maximum hit points
would be reduced, you can spend a soul shard to ignore the
effect.
Additionally, any undead under the effect of your Awakened
Dead feature is immune to necrotic damage, and any effect that
would turn undead. 5

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Once you use this feature, you can't use it again until you
Warped Mind inish a long rest.
Also at 3rd level, you ind a way to grant others a portion of your
truth. As an action, you utter a maddening revelation to a
creature of your choice within 10 feet of you. The target must
Cosmic Understanding
At 20th level, you have gained sight that can pierce falsehood,
succeed on an Intelligence saving throw against your spell save
ears that ignore deceit, and a mind beyond normal mortal
DC or be wracked with insanity until the end of your next turn.
understanding. You are immune to psychic damage. You gain
Roll on the Insanity Table at the end of this rite and add your
truesight out to 60 feet, you always know when you hear a lie,
occultist level to the result (maximum 100) to determine effect
and you never forget any piece of information you learn.
takes hold.
You can cast the divination spell without using a spell slot,
The irst and second time you do this, you suffer no adverse
supplying any components and without any chance of a random
effect. If you use this feature again after that before you inish a
reading. Once you cast divination this way, you can't do it again
long rest, you must roll on the insanity table, subtracting your
until you inish a short or long rest.
occultist level from the result (minimum result of 1), and suffer
Additionally, your Intelligence score and its maximum
its effects until the end of your next turn.
increase by 2.
Sacri icial Offerings Insanity Table
Starting at 6th level, you learn how to entreat the forces of the
multiverse to the vital essence of your victims, whether you call
d100 Effect
to a speci ic entity or merely any that will listen. Over the course The creature feels four mes heavier or older. Its
01-30
of 10 minutes, you can perform a ritual on a humanoid creature speed is halved.
or a creature of at least CR 1/8, which can be done over the The creature loses control over their body, leaving
course of a short or long rest. You can't sacri ice constructs or 31-45
themselves prone.
undead this way. The creature must remain within your reach
The creature is blinded (50%) or deafened (50%),
for the entire duration. 46-60
as their senses seem to escape them.
The creature can be alive or dead, but it must have been alive
within the past 24 hours. At the end of the ritual, a live sacri ice The creature imagines every creature to be a lost
loved one. The creature has disadvantage on all
loses hit points equal to twice your occultist level. If this reduces 61-70
a acks, and creatures have advantage on any
them to 0 hit points, they die and the ritual is a success.
saving throw they impose.
Otherwise, the ritual fails. At the end of a successful ritual, you
gain one of the following bene its of your choice: The creature becomes incapacitated and spends
71-75
the dura on screaming, laughing, or weeping.
A temporary spell slot of a level equal to half of the level of
The creature's percep ons briefly shi into
your highest spell slot. This spell slot disappears if it is not another dimension. The creature uses all its
used within 8 hours. If the sacri ice was alive at the start of movement to move in a random direc on. To
the ritual, the level of the spell slot increases by one. 76-80
determine the direc on, roll a d8 and assign a
You regain a number of hit die equal to your Constitution direc on to each die face. The creature doesn't
modi ier. If the sacri ice was alive at the start of the ritual, the take an ac on on its next turn.
number of hit die you regain increases by two.
The creature realizes that it is its own worst
You know the contents of the creature's surface thoughts enemy. It immediately uses its reac on to make a
over the past 24 hours for which it was awake and alive. 81-85
single melee weapon a ack against itself and is
then incapacitated with its speed reduced to 0.
Once you have successfully sacri iced a creature this way, you
can't gain these bene its again until you inish a long rest. A seething rage overcomes the creature, and it
must use its turn to move up to the nearest
Greater Contact 86-90 creature and a ack it, using Mul a ack or Extra
Starting at 10th level, your forays into madness have granted A ack if it has it. All a acks have advantage
you the ability to hear voices from beyond, and better withstand against the raging creature.
their call. You gain pro iciency in Wisdom saving throws. The creature is shown a glimpse into the far realm,
Additionally, you can cast contact other plane as a ritual, and scrambling its mind. It has disadvantage on the
91-95
make its Intelligence saving throw with advantage. next Intelligence, Charisma, or Wisdom saving
throw they make.
Clarity in Insanity The creature retreats into their mind and becomes
Starting at 14th level, you learn to invoke a momentary state of 96-98 paralyzed. The effect ends if the character takes
true understanding. You can invoke this state as an action and it any damage.
lasts for 1 minute, or until you lose concentration (as if Roll on this table twice, and the creature suffer
concentrating on a spell). For the duration, you can use your 99-00
both effects. Reroll 99 and 100 for these rolls.
Warped Mind feature as a bonus action on each of your turns.
When you use it this way, it doesn't count against the number of
uses before you have to start rolling on the table, and you are
immune to the effects of the feature.
Additionally, you gain a lying speed equal to your base speed
for the duration, but it can't be used while you are over 15 feet
above the ground. While lying this way, you don't fall when your
speed is reduced to 0 or when you're knocked prone.
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Ancient Traditions Crawling Dominion


Your ancient tradition options are listed here in alphabetical The ancient tradition of the crawling dominion is among the
order. Spells marked with ✠ are new spells, and can be found at oldest, as insects were among the irst targets of practicing
the end of the document. hemomancers. Those that developed an af inity for the crawling
went on to carve out this tradition.

Bewitching Worm-Tongue. You can cast animal friendship an at-will, but


you can target only CR0 insects and arachnids with it.
The ancient tradition of bewitching arose naturally from the
desire for control that characterized so much of hemomantic Occul st Level Spells
and ancient magic. This tradition focuses on manipulating the 1st Nihal's writhing grasp ✠, ray of sickness
minds of others to your favor.
3rd spiderclimb, web
Bewitching Tradi on Spells 5th mist of mosquitoes ✠, stinking cloud
Occul st Level Spells 7th giant insect
1st charm person, command 9th insect plague
3rd crown of madness, enemies abound
5th fear, hypnotic pattern Fiendish Binding
7th compulsion The eternal pursuit of power, even the ancients sought the
9th geas power of the lower planes. The tradition of iendish binding is
focused on invoking the iends of the multiverse to do your
bidding.
Blood Marking Fiendish Facsimile. When you cast ind familiar using this
The tradition of blood marking seeks to use the magical power tradition, your familiar's creature type is always iend. When
inherent in the ichor that courses through living beings to bind choosing a form for your familiar, you can also choose to make it
them to the practitioner's will. a Blood Imp.

Blood Marking Tradi on Spells Fiendish Binding Tradi on Spells


Occul st Level Spells Occul st Level Spells
1st bane, maledict ✠ 1st find familiar, hellish rebuke
3rd blindness/deafness, blood pact ✠ 3rd see invisibility, zone of truth
5th bestow curse, glyph of warding 5th summon lesser demons, magic circle
7th banishment 7th summon greater demon
9th planar binding 9th infernal calling

Blood Necromancy Hemomancy


This tradition deals with the creation and perpetuation of The principle tradition of the bloodcallers, the tradition of
undeath. By harnessing negative energy and life energy, scholars hemomancy consisted of magic that allowed the caster to
of blood necromancy normally seek to bridge the two into a overwhelm their foes with overwhelming control.
more eternal form of life.
Hemomancy Tradi on Spells
Blood Necromancy Tradi on Spells Occul st Level Spells
Occul st Level Spells 1st red string ✠, sanguine skewers ✠
1st inflict wounds, instill unlife ✠ 3rd hold person, rupture ✠
3rd dark god's blessing ✠, corpse explosion ✠ 5th marionette ✠, crimson tide ✠
5th animate dead, life transference 7th transfusion ✠
7th death ward 9th hold monster
9th negative energy flood

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Realmscouring
The ancient tradition of realmscouring focuses on pushing your Blood Imp
consciousness past the bounds of reality and invoking the sight Tiny fiend, neutral evil
and guidance of those that exist beyond it.
Armor Class 13
Realmscouring Tradi on Spells Hit Points 10 (3d4 + 3)
Occul st Speed 20 ft., fly 40 ft.
Level Spells
1st dissonant whispers, omen of Shothragot ✠ STR DEX CON INT WIS CHA
3rd augury, detect thoughts 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
light of Khirad ✠, Caiphon's malicious
5th
guidance ✠ Skills Deception +4, Stealth +5
7th divination Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks not made with
9th scrying silvered weapons
Damage Immunities poison
Vital Attunement Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
The ancient tradition of vital attunement is focused on Languages Abyssal, Infernal, Common
manipulating the aspects of a creature's ichor, balancing and
imbalancing humors to alter the creature's physiology in strange Fiendish Sight. Magical darkness doesn't impede the
ways. imp's darkvision.

Vital A unement Tradi on Spells Magic Resistance. The imp has advantage on saving
throws against spells and other magical effects.
Occul st Level Spells
False Appearance. While the blood imp remains
1st expeditious retreat, sleep mo onless on a surface, it can loosen its body (no
3rd enhance ability, enlarge/reduce ac on required) to render itself indis nguishable from a
5th haste, protection from energy blood spla er. It can use its ac on to reform from
directly where the spla er was.
7th freedom of movement
9th modify memory Ac ons
Consume Blood. The blood imp can touch a pool of
Voidbringing blood created within the past 24 hours and absorb it. It
can choose to destroy the blood and heal to full hit
The ancient tradition of voidbringing centers around calling out points, or store the blood inside its body for the next 24
to the deepest depths of the far realms and becoming a vessel hours. While stored this way, the blood is preserved and
for their corruption, in a bid to gain control over it. kept fresh.

Voidbringing Tradi on Spells


Occul st Level Spells
1st arms of hadar, prophecy of Zhudun ✠
3rd alter self, fevered certainty of Caiphon ✠
5th metamorphosis ✠, claws of Acamar ✠
7th Evard's black tentacles
9th doom of Delban ✠

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Occultist Spell List New Spells


7th level Cantrips
Cantrips (Level 0)
Create Effigy ✠
Animate Vermin ✠ Animate Vermin
Crown of Stars
Blades of Blood ✠ Necromancy cantrip
Etherealness
Blade Ward Casting Time: 1 action
Finger of Death
Blood Reading ✠ Range: 30 feet
Forcecage
Coagulate ✠ Components: V, S, M (the skull of a tiny beast)
Maw of Acamar ✠ Duration: 1 minute
Friends
Mirage Arcane
Hemokinesis ✠ You can animate the corpse of a tiny beast within range. When
Plane Shift you cast this spell, and as an action on subsequent turns, you
Infestation
Power Word Pain can make the animated beast move up to the speed it had in life
Invigorate ✠ to a space you can see within 30 feet of you, and then take the
Regenerate
Lightning Lure Dodge action, vocalize, or make a single attack against a
Sequester
Mage Hand creature within 5 feet of it. If it makes an attack, you make a
Simulacrum
Minor Illusion melee spell attack for it. On a hit, it deals 1d6 necrotic damage.
Symbol The beast has 10 AC, and it immediately crumbles to dust if it
Poison Spray
Teleport takes any damage. Additionally, this animated beast can't take
Prestidigitation
reactions.
Resistance 8th level The beast's attack damage increases by 1d6 if you when you
Sanguine Chains ✠ Abi-Dalzim's Horrid reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Shocking Grasp Wilting
Sigils of Blood ✠ Antimagic Field Blood Reading
Divination cantrip
Thaumaturgy Antipathy/Sympathy
Visceral Palms ✠ Casting Time: 1 minute
Clone
Range: Self
Weaken ✠ Dominate Monster Components: V, S, M (a vial's worth of blood from a creature
Earthquake who was alive within the past 24 hours, which the spell
6th level Feeblemind consumes)
Blood Seal ✠ Duration: Instantaneous
Glibness
Circle of Death Light of Gibbeth ✠ The blood rises and forms a circle between your arms, changing
Create Homonculus Maddening Darkness in shape to answer your questions. You learn one of the
Create Undead Maze following things about the creature whose blood was used to
Eyebite cast this spell:
Mind Blank
Field of Blood ✠ Power Word Stun Their name. If they did not have a name, the spell tells you no
Find the Path Telepathy name.
Flesh to Stone A general description of their appearance.
Forbiddance 9th level Their direction from you, but not their distance. If they are
on another plane of existence, the spell tells you they are
Guards and Wards Astral Projection straight above you.
Harm Foresight Whether or not they are still alive, and what they were doing
Magic Jar Gate at the time of death.
Mass Suggestion Imprisonment You can choose to lose 1d4 hit points when you inish casting
Mental Prison Mass Polymorph this spell to learn two of these things instead. After using this
Planar Ally Power Word Kill spell to learn information about a creature, you can't use it to
Primordial Ward Psychic Scream learn information about that creature again for 1 week.
Reign of Atropus ✠ Shapechange
Scatter Weird
Soulcage
True Seeing
Spells marked with ✠ are new spells, and can be found in the
following section.

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Blades of Blood Invigorate


Transmutation cantrip Transmutation cantrip
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: V, S
Duration: 1 minute Duration: 1 round
Blood begins to eek out from your arms and hands before A thread of blood extends from your ingers to a creature you
crystallizing into a weapon of your own design, which remains can see within range. That creature's blood begins to surge,
connected to you by bloody thread. For the duration, you can enhancing their physical ability. Until the start of your next turn,
use your action to make melee spell attacks with this weapon that creature can add a d4 to their Strength checks, and a d6 to
against a creature within your reach. On a hit, the target takes the irst weapon attack they hit. Once over the course of the
necrotic damage equal to 1d8 + your spellcasting modi ier. duration, after the creature rolls one of these die and you see the
When you make this attack, you can use your bonus action to result, you can choose to lose 1d4 hit points and add that
grant the attack at advantage. If you do, you lose 1d4 hit points amount to the result.
afterwards. The size of the die the creature adds to their Strength checks
The spell's damage increases by 1d8 when you reach 5th level increases to 1d6 when you reach 5th level, to 1d8 at 11th level,
(2d8), 11th level (3d8), and 17th level (4d8). and to 1d10 at 17th level. The damage added to the creature's
irst weapon attack increases by 1d6 if you when you reach 5th
Bloody Sigil level (2d6), 11th level (3d6), and 17th level (4d6).
Divination cantrip
Casting Time: 1 action
Sanguine Chains
Transmutation cantrip
Range: Touch
Components: S, M (A drop of your own blood) Casting Time: 1 action
Duration: 24 hours Range: Touch
Components: V, S
You use your own blood to inscribe one of the following sigils on
Duration: Special
a lat surface at least 3 feet in diameter. While you are within 1
mile of the sigil, you can use your action to activate the it's Blood swirls around a target of your choice within range,
effects. forming into chains that attempt to bind your target. The
Sight. You can see clearly out of the sigil's location until the creature must succeed on a Strength saving throw or become
start of your next turn, even if through heavily obscured areas, grappled by you. They can use their action on subsequent turns
out to a range of 120 feet. to repeat this saving throw, releasing the chains on a success.
Sound. You can hear clearly from from the sigil's location Immediately before a creature tries to break out of this grapple,
until the start of your next turn. If there are any conversations you can choose to lose 1d4 hit points to subtract the same
happening, within 60 feet of the sigil, you can overhear them. amount from the result of their saving throw. The grapple
Shatter. The surface the rune is inscribed on takes force immediately ends if you cast this spell again, or until you move
damage equal to twice your character level. Blood oozes out of or are moved.
any cracks or breaks caused by this damage. The number of creatures you can target with this spell
After you activate the sigil, or if you cast this spell again in the increases to two at 5th level, three at 11th level, and four at 17th
duration, the sigil fades away. level. When targeting additional creatures, you can target a
creature within 5 feet of you, or a creature within 5 feet of a
Coagulate target that already failed the saving throw.
Transmutation cantrip
Casting Time: 1 action
Shape Blood
Transmutation cantrip
Range: 5 feet
Components: V Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
Components: S
You unleash a wave of magic around you which thickens the
Duration: Instantaneous or 1 hour (see below)
ichor of the creatures around you. Each creature other than you
within 5 feet of you must make a Constitution saving throw. On a You choose an 5-foot cube within range that contains some
failed save, the creature takes 1d6 necrotic damage, and its amount of blood. You can manipulate the blood in any of the
speed is reduced by 10 feet. You can choose to lose 1d4 hit following ways for the next hour:
points when you cast this spell to instead reduce their speed by
You can cause the blood to levitate, and use your subsequent
15 feet. Creatures that lack liquid in their bodies, such as
bonus actions to move up to 30 feet in any direction.
skeletons and ire elementals, are immune to this spell.
You cause the blood to form into complex shapes and
The spell's damage increases by 1d6 if you when you reach
animate at your direction. This change lasts for 1 hour.
5th level (2d6), 11th level (3d6), and 17th level (4d6).
You can effortlessly draw the blood from a corpse or vessel,
but not from living creatures.

If you cast this spell again within the duration, this effect ends
on the previous quantity of blood.
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Visceral Palms Undead Sta s cs


Transmutation cantrip
Spell Skeleton Zombie
Casting Time: 1 action Level Hit Points Hit Points Bonus
Range: Touch
1st 6 (1d8 + 2) 7 (1d8 + 3) +0
Components: V, S
Duration: Instantaneous 2nd 13 (2d8 + 4) 15 (2d8 + 6) +0
You reach into a creature within range, as your hands become
3rd 20 (3d8 + 6) 30 (4d8 + 12) +3
transparent, revealing the web of veins beneath the skin. That 4th 33 (5d8 + 10) 45 (6d8 + 18) +4
creature must make a Constitution saving throw. On a failure, 5th 46 (7d8 + 14) 60 (8d8 + 24) +5
the creature takes 1d6 necrotic damage and your veins entwine
with theirs until the start of your next turn. If the creature does
6th 59 (9d8 + 18) 75 (10d8 + 30) +5
not move out of your reach before then, it must repeat the 7th 78 (12d8 + 24) 98 (13d8 + 39) +5
saving throw or suffer this spell's damage again. You can choose 8th 98 (15d8 + 30) 120 (16d8 + 48) +5
to lose 1d4 hit points before the creature rolls its second saving
throw to force it to make the saving throw with disadvantage.
9th 117 (18d8 + 36) 150 (20d8 + 60) +5
The spell's damage increases by 1d6 if you when you reach
In combat, this undead servant takes it turns immediately
5th level (2d6), 11th level (3d6), and 17th level (4d6).
after yours. On each of your turns, you can mentally command
Weaken any creature you made with this spell if the creature is within 60
Necromancy cantrip feet of you (no action required). You decide what action the
creature will take and where it will move during its next turn, or
Casting Time: 1 action you can issue a general command, such as to guard a particular
Range: Touch chamber or corridor. If you issue no commands, the creature
Components: V, S only defends itself against hostile creatures. Once given an
Duration: Instantaneous order, the creature continues to follow it until its task is
You reach your hand forward and rot away a portion of a complete.
creature. The creature must make a Constitution saving throw. The creature is under your control for 24 hours, or until you
On a failure, the creature takes 1d4 necrotic damage and the cast this spell to animate a different corpse, after which the
irst attack they hit that uses Strength or Dexterity before the magic animating it wears off and it becomes a mundane corpse
end of their next turn deals half damage. Creatures without again. To maintain control of the creature for another 24 hours,
lesh, such as skeletons or oozes, have advantage on this saving you must cast this spell on the creature again, using a spell slot
throw. When a creature fails this saving throw, you can choose of the same level you used to animate it, before the current 24-
to lose 1d4 hit points to maximize this spell's damage. hour period ends. When you cast this spell to maintain control
The spell's damage increases by 1d4 if you when you reach of this undead creature, you can do so regardless of your
5th level (2d4), 11th level (3d4), and 17th level (4d4). distance or difference in plane from the undead.
At Higher Levels. When you cast this spell using a spell slot

1st-level Spells of 5th level or higher, your animated servant can attack twice,
instead of once, whenever it takes the Attack action.
Instill Unlife Alternatively, when you cast this spell using a spell slot of 5th
1st-level necromancy level or higher, you can animate the bones or corpse of a Large
humanoid or giant. When you do, they are animated with the
Casting Time: 10 minutes
statistics of an Ogre Skeleton or Ogre Zombie, with their hit
Range: Touch
points still being determined by the above table.
Components: V, S, M (iron incense and red ritual ink worth 25
gp, which the spell consumes only when you are animating a
Maledict
new corpse, and not renewing the spell on an already
1st-level enchantment (ritual)
animated target)
Duration: Instantaneous Casting Time: 1 action
Range: 5 feet
By using a portion of your own life force, you can create an Components: V, S, M (a drop of the target's blood and a golden
undead servant. Choose a pile of bones or a corpse of a Medium needle worth at least 50gp, both of which the spell consumes)
or Small humanoid within range. You raise the target as a Duration: Concentration, up to 10 minutes
skeleton or zombie. For as long as the target remains animated
this way, your maximum hit points are reduced by an amount The target must succeed on a Charisma saving throw, or the
equal to twice the level of the spell slot used to cast this spell. blood used in this material component is etched into their skin
The hit points of the raised creature, as well as the bonus it gets in an alien rune until this spell ends, and the target suffers from
to its statistics, are determined by the level of the spell slot used one of the following effects of your choice. A remove curse spell
to cast this spell as shown on the Undead Statistics table below. ends this effect.
Your servant adds the corresponding bonus to its attack rolls,
Edged Tongue. The target has disadvantage on Deception
damage rolls, saving throws, and skill checks.
checks, and whenever the target tries to lie to you, they roll a
d20. On a roll of 10 or lower, they instead blurt out a small
portion of the truth.

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Lost Conditioning. The target has disadvantage on At Higher Levels: When you cast this spell using a spell slot
Athletics and Acrobatics checks. If the target tries to move of 2nd level or higher, the projectile's damage increases by 1d10
using more than half one of their speeds, they immediately for every spell level above 1st.
fall prone.
Withered Will. The target has disadvantage on Insight Sanguine Skewers
checks, and they react to all creatures as if they are neither 1st-level evocation
allies nor hostile. Casting Time: 1 action
At Higher Levels. If you cast this spell using a spell slot of Range: Self
3rd level or higher, the duration is concentration, up to 1 hour. If Components: V, S
you use a spell slot of 5th level or higher, the duration is 8 hours. Duration: Concentration, up to 1 round
If you use a spell slot of 7th level or higher, the duration is 24 An orb of blood swirls between your hands for the duration,
hours. If you use a 9th level spell slot, the spell lasts until it is which appears to be slowly swelling in size. If a creature moves
dispelled. Using a spell slot of 5th level or higher grants a within 15 feet of you, you can use your reaction and end the
duration that doesn't require concentration. spell to force it to make a Dexterity saving throw, as the orb
bursts and showers the creature in a rain of bloody skewers. On
Omen of Shothragot a failure, the creature takes 3d6 piercing damage and their
1st-level divination speed is halved until the start your next turn. On a success, it
Casting Time: 1 action takes half as much damage and their speed is unaffected.
Range: 30 feet On the subsequent turn, you can use your action to detonate
Components: V, S the now fully-formed orb, ending the spell. Every creature
Duration: Instantaneous within 15 feet of you must succeed on a Dexterity saving throw
or take 4d8 piercing damage, and have their speed halved until
An apocalyptic portent enters the mind of the target and
the start of your next turn. On a success, the creature takes half
overwhelms them with a deep sense of futility. The target must
as much damage and their speed is unaffected.
succeed on an Wisdom saving throw or immediately make a
At Higher Levels: When you cast this spell using a spell slot
single weapon attack against itself, with advantage.
of 2nd level or higher, the damage of the reaction increases by
You can attempt to use this spell on a target even if they have
1d6 for every level above 1st, and the damage of the subsequent
total cover from you. You must have seen the creature within the
action increases by 1d8 for every spell level above 1st.
past minute to do so. If you target a creature and it is not in
range, then this spell fails.
Nihal's Writhing Grasp
At Higher Levels. When you cast this spell using a spell slot 1st-level conjuration
of 2nd level or higher, you can target one additional creature for
each slot level above 1st. Casting Time: 1 action
Range: 15 feet
Prophecy of Zhudun Components: V, M (dried maggots)
1st-level enchantment Duration: Concentration, up to 1 minute

Casting Time: 1 action You call upon the maggot-infested rift that is the Serpent Star to
Range: 30 feet birth new life. A creature of your choice within range must
Components: V, S succeed on a Constitution saving throw, or it begins to to feel
Duration: Instantaneous writhing underneath the surface of its skin. At the start of each
of the creature's turns, it takes 1d10 psychic damage, and it
You bestow the sight of the Corpse Star upon a creature within
must move at least half of its speed in a straight line on each of
range, corrupting its grip on reality. The creature must succeed
its turns. If it can't, it takes this damage again.
on an Intelligence saving throw or they take 1d10 psychic
At the end of each of its turns, the creature can repeat this
damage and their sight shifts into a far reality. Until the start of
saving throw, ending this spell on a success. If the creature dies
your next turn, all creatures are heavily obscured to the target.
while under the effects of this spell, maggots emerge from the
At Higher Levels: When you cast this spell using a spell slot
body.
of 2nd level or higher, this spell's damage increases by 1d10 for
At Higher Levels. When you cast this spell using a 3rd- or
every spell level above 1st.
4th-level spell slot, the damage increases to 2d10. When you
cast it using a 5th- or 6th-level spell slot, the damage increases
Red String to 3d10. When you cast it using a spell slot of 7th level or higher,
1st-level transmutation
the damage increases to 4d10.
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You hold out your hand, loosing a thin red strand of blood at a
creature within range. On a hit, the target takes 2d10 piercing
damage, and can't move away from you until the start of your
next turn. You can then spend 3 hit points and pull the creature
to the nearest unoccupied space within 5 feet of you.

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Dark God's Blessing


2nd-level Spells 2nd-level necromancy
Blood Pact Casting Time: 1 action
2nd-level enchantment (ritual) Range: Touch
Casting Time: 1 minute Components: V, S
Range: Touch Duration: Concentration, up to 10 minutes
Components: V, S, M (the blood of both participants mixed With a charnel touch, you infuse a creature with a twisted
with ritual ink worth at least 100gp, which the spell otherworldly blessing, cloaking them in an aura of shadow for
consumes) the duration. When you irst cast this spell, and whenever the
Duration: Instantaneous target reduces a creature to 0 points, the target gains 3d6
You touch a willing creature within range, and mark their temporary hit points, which last for the spell's duration.
tongue with the ink. You can also mark your tongue as part of Whenever a creature damages the target while they have these
this process. The marked creatures must recite a verbal pledge, temporary hit points, they take 1d8 necrotic damage as a black
the terms and penalties of which are understood and have been lames assail them. If the target of this spell is an undead
agreed upon by you and the target prior. This spell fails if the creature, the target's speed is doubled for the duration.
oath is made in bad faith, or if either party trying to in luence At Higher Levels. When you cast this spell using a spell slot
the other party through coercion, deception, magic, or similar of 3rd level or higher, you can target one additional creature
means. This spell also fails if the target does not fully within range for each slot level above 2nd.
understand the consequence of their agreement.
If the pledge is successfully completed, the ink sets in and Fevered Certainty of Caiphon
becomes permanent, creating a secondary mark on the tongue. 2nd-level divination (ritual)
If the oath is ever broken or removed by a creature bearing this Casting Time: 1 action
mark, the other party is immediately aware, the oathbreaker's Range: Self
tongue withers around the mark, and falls off. Components: V, S
The pledge made during this spell can stipulate that the Duration: Concentration, up to 10 minutes
pledge can be automatically ended once a certain condition has
You call upon the star-like Dream Whisperer to bestow upon
been met. The pledge can also be harmlessly ended if both
you great knowledge. For the duration, you become pro icient in
parties agree to it, and cast this spell again with the intent to
a skill or tool of your choice.
end the oath. Additionally, the pledge can be harmlessly ended
Caiphon punishes those who tread too close to it, however.
by casting remove curse on any one of the targets at a spell level
The irst time you cast this spell, you suffer no adverse effect. If
at least two levels higher than this spell was cast at.
you cast this spell again before you inish a long rest, you must
At Higher Levels. When you cast this spell using a spell slot
roll a d20. If the result is 10 or less, then you are af licted with a
of 4th level or higher, you can place the mark on a nonvital limb
random long-term madness effect (the DM has the Long-Term
or appendage instead of the tongue. Breaking the oath will
Madness table). This madness can be cured with a remove curse,
cause that body part to wither and fall instead.
lesser restoration or a similar effect.
When you cast this spell using a spell slot of 8th level or
higher, you can place the mark over their heart, head or similar
Rupture
body part. Breaking the oath will then cause the target to
2nd-level transmutation
instantly die.
Casting Time: 1 action
Corpse Explosion Range: Touch
2nd-level necromancy Components: V, S
Duration: Concentration, up to 1 minute
Casting Time: 1 reaction, which you take when when a
creature within range is reduced to 0 hit points You reach your hand forward and begin to burst the arteries of a
Range: 30 feet creature within range. The creature must succeed on a
Components: V Constitution saving throw or begin to bleed profusely. When the
Duration: Instantaneous creature fails this saving throw, and at the start of each of their
turns, they lose 2d6 hit points. The creature moves at half speed
You invite the souls of the falling to lash out indiscriminately in
for the duration.
retribution against the living. Every creature within 10 feet of
The creature can use its action on subsequent turns to repeat
the target except you must succeed on a Constitution saving
the Constitution saving throw, ending this spell on a success.
throw or take 2d8 necrotic damage, or half as much on a
The spell also ends if the creature is receives magical healing.
success.
Creatures without body luid, like skeletons are immune to this
At Higher Levels. When you cast this spell using a spell slot
effect.
of 3rd level or higher, this damage increases by 1d8 for every
At Higher Levels. When you cast this spell using a spell slot
other spell levels above 2nd.
of 3rd level or higher, the hit point loss increases by 1d6 for
every even spell slot level above 2nd.

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Crimson Tide
3rd-level spells 3rd-level conjuration
Caiphon's Malicious Guidance Casting Time: 1 action
3rd-level enchantment Range: Self (20-foot radius)
Casting Time: 1 action Components: V, S, M (rusted shackles and loose chain links)
Range: 5 feet Duration: Instantaneous
Components: V Spiked columns of blood erupt from your body, and snake
Duration: Concentration, up to 10 minutes towards creatures within range in jagged, winding lines.
The target must succeed on a Charisma saving throw or begin to Creatures of your choice within range must make a Dexterity
glow with Caiphon's deceiving light. If the target saw you casting saving throw. On a failure, the creature takes 5d6 piercing
this spell, they believed the casting failed. For the duration, the damage and you regain hit points equal to half the damage the
target believes they are blessed by an all-powerful force, and creature takes. On a failure, the creature takes half as much
have advantage on Charisma checks to convince its allies to ight damage and you regain no hit points. You can regain a maximum
alongside it. Additionally, while a creature friendly to the target of 30 hit points per casting of this spell.
is within 20 feet of it, that creature has disadvantage on all At Higher Levels. When you cast this spell using a spell slot
attack rolls, and all attack rolls made against it have advantage. of 4th level or higher, the damage of the spell increases by 1d6
At the end of the target's turn, if one of its allies has taken and the maximum amount you can heal increases by 10, for
damage since the end of its last turn, it can repeat the initial every spell level above 3rd.
saving throw. On a success, it realizes what the effects of the
spell are and knows you are the cause. Marionette
3rd-level enchantment
Claws of Acamar Casting Time: 1 action
3rd-level necromancy Range: 30 feet
Casting Time: 1 action Components: V, S, M (a spool of thread that has been
Range: 60 feet ritualistically soaked in the blood of a humanoid)
Components: V, S Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Threads of blood extend from your hands to a creature you can
You unleash black, crackling energies from the corpse-star see within range within range. They must succeed on a
Acamar that streak toward a creature in range, intent on Charisma saving throw, or have your in luence invade their body
drawing others into the star's soul devouring depths. The for the duration. When the creature fails this saving throw, and
creature must make a Charisma saving throw. On a failed save, it as an action on subsequent turns while you can see the creature,
takes 3d10 necrotic damage and is phased out for 1 minute, you can force the creature to move up to its speed, as well as do
partially plunged into Acamar's realm. On a successful save, the one of the following things:
target takes half as much damage, but suffers no other effect.
Make a single weapon attack.
While phased out, the target deals half damage, has resistance
Drop or hand over an item it has in its possession.
to all damage except necrotic damage, and creatures have
Fall prone
advantage on saving throws the target forces them to make. At
the end of each of its turns, the target can repeat the saving You might try to force the creature to do something other than
throw, taking 2d10 necrotic damage on a failed save, and ending is described here. If you do so, the DM determines how the
the effect on a success. target behaves. At the end of each of the creature's turn, it
At Higher Levels. When you cast this spell using a spell slot repeats this saving throw, ending this spell on a success.
of 4th level or higher, the initial damage increases by 1d10 for
each slot level above 3rd.

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Metamorphosis Light of Khirad


3rd-level transmutation 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (the scale of a creature that has seen an Components: V, S, M (a topaz, bleached by starlight over a
unfathomable being) decade)
Duration: Concentration, up to 1 hour Duration: Instantaneous
Calling upon the corrupting nature of the stars beyond, you The light of the star of secrets opens unseen doorways in space
brie ly allow the power of the Far realms to course through your for you. Choose two creatures within range that you can see, and
veins. Your body rips apart as your form bursts into a mass of that do not have total cover from each other. The two creatures
writhing tentacles, milky white eyes, and pits of bottomless must swap places, teleporting into each other's spaces. If there
darkness. Your form stays this way for the spell's duration, is not space for either of the targets where the other was
granting you the following bene its: standing, then that target is sent to the nearest unoccupied
space within range that can it them.
Your speed increases by 20 feet. Your reach becomes 15 feet.
If a creature is unwilling, it can resist this effect by making a
Whenever a creature starts its turn within 15 feet of you, it
Charisma saving throw. On a failure, the target is teleported. On
must succeed on a Wisdom saving throw or be frightened of
a success, this spell fails.
you until the end of your next turn.
As a bonus action, or as a reaction to when a creature tries to
moves outside of your reach, you can make a melee spell 4th-level Spells
attack against a target within reach. On a hit, they take 1d12
psychic damage and are pulled to the nearest unoccupied
Transfusion
4th-level necromancy
space within 5 feet of you. If they are frightened of you, you
have advantage on this attack. Casting Time: 1 action
If a hostile creature is reduced to 0 hit points while within 15 Range: Touch
feet of you, they are violently absorbed into your body as Components: S
their body and mind are obliterated, and you gain temporary Duration: Instantaneous
hit points equal to your spellcasting modi ier. Your hands grow innumerable tiny red needles as you reach for
At Higher Levels. When you cast this spell using a spell slot a creature within range. Make a spell attack. On a hit, the
of 5th or 6th level, the psychic increases to 2d12. When you use creature takes 6d10 necrotic damage and a creature within 30
a spell slot of 7th level or higher, the damage increases to 3d12. feet of you regains half of this amount, as a red strand connects
the two creatures brie ly. A creature, including yourself, can
Mist of Mosquitoes choose to be hit by this attack automatically. On a miss, the
3rd-level conjuration creature takes half as much damage and no hit points are
regained.
Casting Time: 1 action
Additionally, on a hit, you can choose to lose 5 hit points to
Range: Self (10-foot radius)
offer the healed creature your own energy until the start of your
Components: V, S
next turn. The creature can arise from prone without expending
Duration: Concentration, 1 minute
any movement, and their movement does not provoke
Hundreds of scarlet mosquitoes buzz around you in a 10-foot opportunity attacks.
radius for the duration. Whenever a creature starts their turn in At Higher Levels. When you cast this spell using a spell slot
this area, they lose 1d6 hit points, and you regain hit points of 5th level or higher, the damage of the spell increases by 1d10
equal to the amount that they lose. Creatures without blood or a for every spell level above 4th.
similar substance, such as skeletons, lose no hit points.
At Higher Levels. When you cast this spell using a spell slot
of 5th or 6th level, the psychic increases to 2d6. When you use a
spell slot of 7th level or higher, the damage increases to 3d6.

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Field of Blood
5th-level Spells 6th-level conjuration
Doom of Delban Casting Time: 1 action
5th-level conjuration Range: Self (60-foot radius)
Casting Time: 1 action Components: V, S, M (the tip of a spear used in a battle more
Range: 500 feet than a century ago)
Components: V, S, M (a frozen telescope lens) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute Blood bubbles up from the ground in a 60-foot radius. Until the
Classes: Warlock spell ends, the pool moves with you, centered on you. When you
You call on Delban to destroy a creature in range, its inexorable irst cast this spell, weapons of crystal blood rise from the pool
hatred manifesting as a single shaft of utterly cold and eldritch to impale your enemies. Creatures of your choice standing in the
starlight that clings to your foes. The target must make a pool must succeed on a Dexterity saving throw or take 6d8
Constitution saving throw, taking 8d8 cold damage on a failed piercing damage, and become restrained until the end of your
save, or half as much damage on a successful one. A creature next turn, whereupon the weapons collapse back into liquid.
killed by this spell is turned into a statue of brittle white ice. As a bonus action on subsequent turns, you can cause
On subsequent turns until the spell ends, you can use your weapons to rise up in a 10-foot radius around a point you can
action to shift and intensify the starlight, forcing a creature in see on the pool. Creatures of your choice in this radius must
range to make another Constitution saving throw. When you do succeed on a Dexterity saving throw or take 3d8 piercing
so, the cold damage dealt increases by 2d8, plus another 2d8 for damage and become restrained until the end of your next turn.
each time you've used your action this way during the spell's Any creature reduced to 0 hit points with this spell remains
duration to a maximum of 12d8, and you take 2d8 necrotic impaled on the crystal weapons for the duration.
damage, plus another 1d8 for each time you've used your action
this way during the spell's duration to a maximum of 4d8, as Reign of Atropus
direct contact with Delban saps your life essence. This necrotic 6th-level conjuration
damage ignores resistance and immunity, but doesn't force you Casting Time: 1 action
to make Constitution saving throws to maintain concentration. Range: 30 feet
Components: V, S, M (a piece of a black meteorite)
6th-level Spells Duration: Concentration, up to 10 minutes
You call upon the necromantic radiance of the World Born Dead
Blood Seal and place a shard of its power on a creature within range.
6th-level abjuration (ritual)
Constructs are immune to the effects of the spell.
Casting Time: 10 minutes If the target is undead, it gains 50 temporary hit points, which
Range: 5 feet disappear when the spell ends. When these temporary hit
Components: V, S, M (a red diamond worth at least 600gp and points are depleted, the spell ends. While it has these temporary
quality inks that have been mixed with your blood, both of hit points, the undead has advantage on all of its attack rolls,
which the spell consumes) and their weapon attacks deal an additional 1d12 necrotic
Duration: 30 days damage.
You use the diamond to paint a red sigil at the center of a room If the target is not undead, their strength is sapped by the
at the base of a container. The sigil becomes baked into the star's power and they are wracked with waking nightmares. For
surface and intangible for the duration. Only you are able to the duration, the target's speed is halved, and it has
enter the room or access the container's contents for the disadvantage on all of its attack rolls and ability checks. At the
duration. Other creatures are stopped by a magical barrier, and end of each of the creature's turns, it can make a Constitution
lung 5 feet away from the entry point or container. You can saving throw. On a failure, they take 3d10 necrotic damage. On a
designate other creatures to be able to freely access the room or success, the spell ends.
container by adding a drop of their blood to the ink when you
start casting the spell. When you add a creature's blood to the
ink, you can similarly designate anyone, or everyone, blood
related to that creature.
Additionally, only you and the designated creatures are able to
damage or manipulate the walls of the room or container.
Attempts made to teleport into the room or container, or access
it from the ethereal plane, fail. The room or container can be be
at most 150 feet on a side, or this spell fails.
At Higher Levels. When you cast this spell using a spell slot
of 7th or 8th level, the duration is 1 year. When you cast this
spell using a spell slot of 9th level, the spell lasts until it is
dispelled by a dispel magic spell cast at 9th-level or a wish spell.

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Remote Target. Whenever you cast a spell that does not
7th-level Spells have an area of effect, you can choose the doll as a target. The
doll absorbs the spell effect harmlessly, and the spell instead
Blood Walk targets the target creature.
7th-level transmutation Whisper. You whisper a phrase into the doll. The target must
Casting Time: 1 action succeed on a Charisma saving throw or suffer the effects of the
Range: 5 feet suggestion spell (you do not need to concentrate on this effect).
Components: S Alternatively, you can cast sending targeting that creature, with
Duration: 30 days no failure chance.
This spell can be ended prematurely if the target is subject to
You enter the blood of another creature within your range
a remove curse spell, if you cast this spell again in the duration,
whose the same size category as you, or larger. You completely
or if the doll is destroyed (AC 5, 1 hit point). The doll turns to
disappear, as you and your equipment enter the target's
dust whenever the spell ends.
bloodstream. You can stay inside of the creature this way for up
to an hour, but the creature can use its action on each of its turns
to make a Charisma saving throw against your spell save DC,
Maw of Acamar
7th-level conjuration
expelling you on a success.
While in this state, you can perceive everything the host Casting Time: 1 action
creature perceives. Additionally, your can only use your action to Range: 60 feet
leave the creature's body. Alternatively, you can use your action Components: V, S, M (a pure black onyx, worth at least
to pick a direction and distance on the current plane of 1,000gp)
existence, such as "twenty miles due west" or "20 feet in front of Duration: Concentration, up to 1 minute
me." You pass into the blood of nearest blooded creature to that You manifest a sliver of Acamar's all-consuming hunger into the
point, and immediately leave the creature's body. You can world, taking the form of a 3-inch black sphere of nothingness
choose to transport yourself to a speci ic creature instead, but that leaps from the onyx to a space in range. When a creature
you must have a vial of their blood in your possession before starts its turn or moves within 15 feet of the sphere, it must
casting this spell. make a Constitution saving throw, taking 7d8 necrotic damage
Whether you voluntarily leave a creature's body, or are on a failed save or half as much on a successful one. A creature
expelled, you emerge in an unoccupied space of your choice killed by this spell is sucked into Acamar's realm through the
within reach of the creature. When exiting a creature voluntarily sphere and devoured, body and soul, and can only be brought
(including when you leave due to transporting), you can choose back to life by divine intervention or the use of a wish spell.
to leave violently, bursting forth from the creatures body. The As a bonus action on subsequent turns, you can move the
creature whose body you are exiting must make a Constitution sphere up to 20 feet. Once per turn, when the sphere moves
saving throw. On a failure, they take 10d6 necrotic damage, or directly into a creature, it must succeed on a Charisma saving
half as much on a success. throw or take 7d8 necrotic damage, be frightened of the sphere
until the end of its next turn, and move at least 15 feet away
Create Ef igy from it on its next turn if possible, as Acamar's depths reach for
7th-level enchantment (ritual) its soul.
Casting Time: 8 hours A momentary lapse in concentration while channeling this
Range: Touch spell has dire consequences. If your concentration is broken as
Components: V, S, M (a thatch igurine in the shape the target, the result of a failed Constitution saving throw, the sphere
and a drop of the target creature's blood or a piece of their doesn't disappear. Instead, it persists for the duration, you can
body, such as a toe nail, the latter of which the spell no longer move it, and it automatically moves 20 feet towards
consumes) the closest living creature on each of your turns.
Duration: 30 days
When you begin casting this spell, you must designate a creature
you have personally met before. At the end of casting this spell,
both components are consumed, and are then replaced by a
hand-size doll that looks exactly like the creature. The creature
then must succeed on a Charisma saving throw, or else it suffers
the effects of this spell. On a success the doll disintegrates. For
the duration, you can cause the creature to suffer one of the
following effects, regardless of distance. Once you use any of
these effects, you can't use them again until the next dawn.
Crush. As an action, you crush the doll. The creature must
succeed on a Charisma saving throw or take 8d8 bludgeoning
damage.
Manipulate. As an action, you stretch out the doll's limbs.
The creature must succeed on a Charimsa saving throw or suffer
the effects of the hold monster spell (you must concentrate on
the effect, as normal). You can use your action on subsequent
turns while the spell is active to force the creature to move up to
its speed, or pose in certain ways. You can't cause the creature to
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8th-level Spells
Light of Gibbeth
8th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute
You begin uttering an incantation in an unknowable language,
calling upon your knowledge of the Gibbeth star. An image of the
forbidden star appears above a point you specify within range.
Until the spell ends, a 30-foot-radius, 100-foot-high cylinder of
green light rains down around that point, as the star cracks open
slightly.
Any creature that starts its turn within the cylinder must
make a Intelligence saving throw, as the light of the Gibbeth
assaults them with revelations they can't contain. On a failed
save, the creature is wracked with insanity, and must do its best
to deal the most amount of damage it can to itself on each of its
turns. It can't move outside of the cylinder while affected by this
spell.
At the end of each of its turns, the creature can repeat this
saving throw, ending this effect on a success.

9th-level Spells
Credits
Marcy, Briar, Caim, Discord of Many Things; Blood Pact idea by
djlyh96; Claws of Acamar, Doom of Delban by SgtBriar; Drew for
insight on Pooling Vitae; Consequence6 for inspiration

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