The Occult is the non-divine, and non-psychic path of magical powers and knowledge. It is based on the three pathways of intuitive exertion of the raw spark a pact, the academic knowledge of spellcraft or, like faith, a pact which enables the occultist to simply channel it without any deep understanding. Pacts often have conditions (proscribed behavior) and a vow of servitude under a Geas.
Major Occultists: These have a background of regimine, discipline, and experience. They include: Bard (College of Lore only), Sorcerer, Warlock, or Wizard, Fighter (Eldritch Knight – Occult Chronicle or Minor Pact), Rogue (Arcane Trickster – Occult Chronicle or Minor Pact).
Minor Occultists: This represents a tangential or passing interest only – only the bare minimum. These include: Magic Initiate and Ritual Caster – Wizard/Bard/Sorcerer/Warlock base with Occult Chronicle or Minor Pact.
Occult Abilities: Intelligence, Charisma
Occult Group: A Coven of 3+ can combine powers
All abilities manifest as a normal spell for requirements and effects, unless specifically noted. All spells are cast at the Occult Class level, or minimum level needed to cast (whichever is greater). If a spell is not normally usable by the Occult Class, the character can still use it, and if they are allowed to Ritualize spells, then they can with their occult powers as well (that are designated as rituals). Rituals take the form of appropriate cultural and learned forms – chanting, meditation, song, dance, drumming, etc. They must be uninterrupted to be effective.
Occult Aptitude 1
Swift Recovery Powers: Detect Magic (Requires Arcana skill profixiency: when ritualized detection becomes a Bonus Action instead, and last an additional 10 minutes * Occult Aptitude)
Ritual of Minor Occult Supplementation: Gains +1 Prepared Spells/Spells Known for first level in the occult class – this is fixed once set. At 4rd level, this becomes a dedicated spell slot for the spell (and that spell only). Each day the occultist spends 10 minutes in incantations to affix this in their memory – minor, major, superior, and high are all accomplished in the same time.
Long Recovery Powers: Feather Fall
Occult Aptitude 2
Occult Alacrity: A character can have an occult spell beyond the normal “readied” state. It must have been concentrated on for 1 full round before the alacrity is used. The action gets an initiative bonus equal to their proficiency bonus, and is used in the Action segment it normally goes in – Action, Bonus Action or Reaction. As long as no other activity uses that segment it can stay for up to an hour, otherwise they lose their next Reaction.
Attunement: The character can Attune an additional magic item of occult nature (requiring an occult class).
Swift Recovery Powers: Occult Assistant (as Unseen Servant, moves twice as fast; Arcana DC 12 check for the eyes to be the equivalent of 2 motes of Dancing Lights cantrip and Bonus HP = Occult Aptitude).
Ritual of Major Occult Supplementation: Gains +1 Prepared Spells/Spells Known for second level in the occult class. At 4th level, this becomes a dedicated spell slot for the spell. Each day the occultist spends 10 minutes in incantations to affix this in their memory – minor, major, superior, and high are all accomplished in the same time.
Long Recovery Powers: Occult Aegis (treated as a spell, cast as an Action and takes the form of a small shield attached to the off hand: +1 AC [if no physical armor worn & does not stack with Mage Armor], -1 Damage per attack/hit; lasts for 30 minutes * Occult Aptitude; note it surrounds the occultists with visible shimmers – invisibility or Stealth is not possible), Levitate
Occult Aptitude 3
Expert Ritualist: You can swap out one ritual spell you have memorized for another ritual spell you know of the same level with 1 hour of ritual practice. Make a DC 15 Arcana check when you cast an occult spell as a ritual, it is treated as if were two levels higher for the purposes of dispelling it. The character gains knowledge of 1 ritual spell of their occult class or wizard’s of first, second or third level (but no spell level that they cannot cast normally), and can cast that without having it in a spell slot with an Arcana DC 15 check and materials costing 10% cost portion.
Swift Recovery Powers: Mirror Image
Ritual of Superior Occult Supplementation: Gains +1 Prepared Spells/Spells Known for third level in the occult class. At 5th level, this becomes a dedicated spell slot for the spell. Each day the occultist spends 10 minutes in incantations to affix this in their memory – minor, major, superior, and high are all accomplished in the same time.
OR a +1 spell recovery on the next Short Rest (gains recovery if not already possessed)
Note: The effect is permanently set once one of the options is chosen.
Long Recovery Powers: Luminary: The character ritually incants for 4 hours uninterrupted and switches one of their Cantrips Known with another one from the same occult class. Occult Aegis also has Non-Detection and an Arcana DC 15 ritualized check to give it 1 Greater Resilience when its created.
Occult Aptitude 4
Occult Alacrity: Cannot be interrupted if it is used the round of or after an effect which would cause a Concentration check. .
If the character has multiple occultist classes, they gain the benefits of their Primary Class in full, and only up to 3rd level powers with other occult classes.
Master Occultist Spell Enhancements
Familiar: +1 HP per Occult Aptitude, range of contact triples
Dancing Lights: Two more lights
Prestidigitation: Can have +1 effect going at same time, triggers 2 effects on each casting
Mage Armor: Gains 1 Resilience
Light: Gains a range of 90’
Major Occultist Only: Mage Armor and Occult Aegis stack; Silent Image cantrip requires no Concentration.
Sorcerer Occultist: Gains +1 Metamagic at 5th, +1 spells known at 3rd, and regain 1 sorcery point per short rest; at 6th level the Shocking Grasp Cantrip also has the effect of a Warlock’s Repelling Blast Eldritch Invocation and if it hits it also casts False Life on the sorcerer.
Wizard Occultist: Gains a 2nd level ability from another school (not any tradition – must be a school of magic) at 5th and another at 10th (or the 6th level ability in the first one), Dancing Lights or Light cantrip at 2nd, +1 cantrip at 4th, Occult Detect Magic (of aptitude 1) can be used twice per Short Rest, and +1 to Arcane Recovery.
Warlock Occultist/Minor Occult Pact: At second level, they gain +1 spells known. Gains +1 Spell Slot and +1 Eldritch Invocation when they get their pact boon; At 6th level, they gain an additional spell slot OR can use their 6th level warlock powers twice as often and gain an additional Cantrip. Their curses are stronger as well – Charm Person is treated as if cast one level higher, Bane is always maximum penalty, and Bestow Curse has disadvantage on its save.
Bardic Occultist/Minor Occult Chronicle: They gain a wizard school when they choose their college, and Bardic Inspiration is doubled when used resisting spells, at 7th level they gain +1 spells known, and Cutting Words gains a +1 damage.
Swift Recovery Powers: Shield, Arcanist’s Magic Aura
Ritual of High Occult Supplementation: Gains +1 Prepared Spells/Spells Known for fourth level in the occult class. At 7th level, this becomes a dedicated spell slot for the spell. Each day the occultist spends 10 minutes in incantations to affix this in their memory – minor, major, superior, and high are all accomplished in the same time.
OR a +1 spell recovery on the next Short Rest (gains recovery if not already possessed).
Note: The effect is permanently set once one of the options is chosen.
Long Recovery Powers: Occult Aegis includes False Life when cast (maximum affect) and Mislead once (used as a Reaction – ends the aegis if used); Arcana DC 15 check is made while casting to imbue it with 1 use of Counter Spell (used as a Reaction).