Sage, Occultist
Hit Points
Hit Dice: d6 per Sage, Occultist level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Through bookish study the occultist specialises in ritual and magical lore rather than spellweaving directly. Able to divine and identify magical effects, they have skills for crafting magical enchantments or summoning creatures. They favour divinations, lore and ritualcraft, eschewing heavy repetitive practise of the forms over trying to understand and study the forms and being able to create the same effects through natural philosophy. Many an Occultist knows the techniques their predecessors took to grant themselves magical gifts without the study of the forms, calling on the gods, or completing complex rituals for magical power, for each occultist it is a personal decision if they wish to entangle their blood and body with that of the guardyans and bind their soul everlasting to the fate of the spheres.
Class Features
Lv.3 Apprentice Occultist
Whenever the occultist attempts to complete a ritual that has numeric effects they may choose to add their proficiency bonus to one of those numeric effects at the time of completing the ritual, or to one of the checks you are required to make. These potent rituals cost twice the normal cost in reagents to complete.
Lv.6 Magical Diviner
The Occultist gains the ability to detect magic and magical effects. The Occultist may spend a 10min ritual to determine if a specific creature, place, object, event or substance is magical or mundane. As part of this ritual if they pass arcana skill check(s) as determined by the GM they may learn any of the below (one skill check per item of information):
- How many different sources of magic may be present
- The extent of the magical effect, and if there are any trigger conditions
- The nature of the magical effects
- The number of charges this magical effect may have (if applicable)
- How to cancel/remove the magical effect with a counter ritual (if applicable
Computing a counter-ritual requires a short rest, cost in reagents and may require special exotic reagents as determined by the GM. After computing a successful counter-ritual, the Occultist may add this as a known ritual to their chronicle or list of memorised rituals and crafts.
Lv.8 Studies in the Occult
At 8th level the Occultist may choose a speciality which they are known for from the list below;
- Numeromancer – Once per long rest the Occultist plums the depths of fate, making any number of d20 rolls up to 10 noting down the results in order. These are the results of the Occultists next d20 rolls, which may not be influenced or modified by other abilities that influence dice effects, such as inspiration, beseachments or re-rolls. The occultist must use up all of his fate before being able to use this ability again.
- Oneriomancer – After every long rest the Occultist may receive portents about the future, asking the GM for a vision. The GM gives the occultist a secret vision of a creature, place, NPC, object or event likely to take place during the rest of the session that is likely to be important to the adventure or a character in the party. 00-10% of the time, this is just a random vision.
- Necromancer - The Occultist is skilled with dealings with the dead conferring the following benefits;
• advantage on charisma based checks and saves with the deceased and undead.
• the occultist doesn't suffer disadvantage on checks when within the ethereal realm.
• the occultist may tap into the weave to view the location they are in as if they were in the ethereal realm. When they do so, they are able to spend 1d4 rounds before returning to the mortal realm. When viewing the ethereal realm the occultist may not interact with it, although the occultist does become visible and corporeal to the creatures that inhabit there. Viewing the ethereal is exhausting causing the occultist to take a level of exhaustion after doing so.
- Theosopher – The occultist is known for their search of divine wisdom conferring the following benefits;
- The occultist increases the chance of all their beseachments succeeding by +5%
- Whenever the occultist would make a ritual of offering for favour, they may gain twice the amount of favour from their offering
- The occultist gains a +3 bonus on checks that have a religious aspect
- Astrologer – The occultist has spent time researching the motions of the heavens, supernatural and mortal realms and the elements. The astrologer may use observations of the night sky to predict how long the current season will last, and predict the date accurately to within 1d4 days, including when the next full moon or blood moon will occur.
Additionally, once per adventure (GM discretion) the astrologer may consult the zodiac charts to determine which conjunction is in the ascendant rolling a d12 to determine which conjunction is present for the player and their allies...and foes! Each conjunction also has a luck number which is also considered a critical attack roll for attacks made by occultist and their allies in addition to a roll of 20.
1. The Great Sword – 18– +1 to melee attack rolls
2. The Minotaur – 3 – Proficiency bonus to strength saves.
3. The Tricksy Fox – 17 – Once per day you may choose to have advantage on a single ability check
4. The Twin Serpents – 4 – You have disadvantage on checks to resist against poisons or disease
5. The Gorgon – 15 – You have +1 on charisma based checks.
6. The Lost Hermit – 6 - You have +1 on intelligence based checks.
7. The Shining Eye – 13 - You have disadvantage on deception, stealth or slight of hand checks
8. The Lady of Spite – 7 - Poisons have their DC increased by +3
9. The Winged Devourer - 12 – Creatures have disadvantage on saves against wyrm creatures
10. The Falcon - 8- +1 to ranged attack rolls
11. The Sphinx - 11 – Guardian creatures gain fast healing +5hp per round
12. The Wheel – 10- Weather exposure rolls gain a +3 bonus during precipitation
Lv10 Weaver of Fates
The occultist through their research, learns to tap into the eldritch weave to divine the course of the next few moments. As an action. The occultist takes a number of points of eldritch madness. For each point of eldritch madness they take they may roll 3 d20 dice in secret with the GM, noting down the results and placing these results in an order of their choosing.
Then the character may say up to 25 words in character to explain to their allies what fate is bringing. The next d20 rolls made by the GM are replaced by these results in the order of the occultists choosing.