The Occultist
Ritual Casting for the Aspiring Mage
A ritual casting magic user with ties to the occult
to spice up your games
Credits
Template Designers: u/5e_cleric, u/Kaiburr_Kath-Hound
Homebrew Assistance: u/DungeonStromae
Artist Credits
Front Cover: Runes by Mateusz Mizak, @Modiphius
Inside Cover: Sigilian by Will O’Brien, @Kobold Press
Page 4: Cikavak by Bryan Syme, @Kobold Press
Page 7: Alchemikas by Nadine Schäkel, @Ulisses Spiele
Page 9: Artwork 3 by Riccardo Rullo, @Paizo Publishing Page 10: Blacktree by Bryan Syme, @Kobold Press
Page 11: Mage Warrior by Michele Giorgi, @Michele Giorgi
Page 13: Pact Drake by Hugo Solis, @Open Design, Wolfgang Baur
Page 16: Peat Mammoth by Bryan Syme, @Kobold Press
Page 17: Channa Ti by Huge Solis, @Paizo Publishing
On the Cover
Frantically performing the last rites of a summoning ritual, this Occultist is pulling out all the stops in this gorgeous artwork by Mateusz Mizak.
The contents of this document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 1
The Occultist
The Orc sinks his teeth into the skin of his thumb, allowing the blood to flow freely. Using the precious ichor he passes his thumb over the ground, tracing runes and ancient sigils. Just one more moment, he thinks, that’s all I need. And as he swirls his thumb, creating the last image, a thick black smoke begins to pour from the circle he sits in as the footsteps behind grow nearer.
The crow cocks its head at her, beady black eye staring at her hands. She motions, intricate twirls and signature movements with her fingers, the magic beginning to take shape around them as she mutters under her breath. Looking up she makes eye contact with the crow “Ready to have some friends, Crawk?”. The Crow looked down at her hands as they finished their movements “As long as I’m still the favourite.” he rasped.
A ball of fire screeched towards the group of beleagured adventurers. The quiet wood elf chanced a glance at their friends, they hadn’t noticed the incoming danger, too busy fighting for their lives. Better be quick the elf thought, and shut their eyes, feeling for the well of dammed up energy within them. It was there, it was always there, like a spring of extra luck. Mentally tugging at the energy, the wood elf carefully directed it towards their friends. Just in time, as the fireball exploded around them, the extra boost of magical energy helping them to remain unscathed.
As her opponent staggered back, blood pouring from his nose and the many other lacerations she had managed to carve with her kinfe, she smiled. Nostrils flaring, filling with the scent of the freed ichor, she readies a spell once more. As the magic gathers in her hand, she twirls her wrist. Her opponent watches on in horror as his own blood is pulled towards her in tendrils, gathering and mixing with the energy of her spell.
All of these characters are occultists, arcane researchers who are unafraid of looking into quirks and occurances that their more high minded counterparts would dismiss. Eager students of the unknown, an occultist is not happy unless they are waist deep in mystery and the possibility of ancient knowledge.
A Trial of Errors
Many of those who become an occultist already have an aptitude for academia or spellcasting, but often lack the social skills or tolerance for hierarchy that their contemporaries at the bards colleges and wizards schools of the land have.
The power of an occultist’s magic comes from dilligence and earned knowledge, often obtained the hard way through accidents and experiments gone wrong. Unearthing the secrets of magic is not without its risks, but for the occutist it is the allure of the unraveled mystery that holds true satisfaction.
A Thirst for Knowledge
Most occultists are loners, though they occasionally come together with like-minded individuals in order to partake in some great magical undertaking. More often than not though, they can be found sequestered away with their research, or performing their rituals under the light of the moon.
Living a solitary lifestyle is second nature to an occultist, they are often shunned by the communities that surround them. Sometimes called upon for aid in times of trouble or difficulty, but never truly accepted. As such they straddle the line between the mundane and the extraordinary, never truly having one without the other.
The life of an occultist is rarely chosen, it is a calling to a higher power, an unquenchable thirst to unravel the mysteries of the weave. An occultist is drawn to their research and the power and knowledge it contains in the same way that a moth is drawn to a lantern, and occasionally with the same disastrous results.
Chapter 1 | The Occultist
The Occultist
Level | Proficiency Bonus | Features | Talismans | Rituals Known | Ritual Potential |
---|---|---|---|---|---|
1st | +2 | Spellcasting | 2 | 1st | |
2nd | +2 | Occultist Rite, Talismans | 4 | 3 | 1st |
3rd | +2 | Malefic Rituals | 5 | 4 | 2nd |
4th | +2 | Ability Score Improvement | 5 | 5 | 2nd |
5th | +3 | 6 | 6 | 2nd | |
6th | +3 | Occultist Rite Feature | 6 | 7 | 3rd |
7th | +3 | 7 | 8 | 3rd | |
8th | +3 | Ability Score Improvement | 7 | 9 | 4th |
9th | +4 | Unbound Potential | 8 | 10 | 4th |
10th | +4 | Occultist Rite Feature | 8 | 11 | 4th |
11th | +4 | 9 | 12 | 5th | |
12th | +4 | Ability Score Improvement | 9 | 13 | 5th |
13th | +5 | 10 | 14 | 6th | |
14th | +5 | Occultist Rite Feature | 10 | 15 | 6th |
15th | +5 | 11 | 16 | 7th | |
16th | +5 | Ability Score Improvement | 11 | 17 | 7th |
17th | +6 | 12 | 18 | 8th | |
18th | +6 | Occultist Rite Feature | 12 | 19 | 8th |
19th | +6 | Ability Score Improvement | 13 | 20 | 8th |
20th | +6 | Keeper of the Occult | 13 | 21 | 9th |
Creating an Occultist
When creating an occultist it is important to think about the drive that character has, what has driven them to search out these ancient or forbidden magical secrets? Do they have a loved one with a mysterious illness, a missing grandparent who left behind nothing but a notebook of obscure arcana? Whatever it is, bear it in mind when creating the character as the choices you make will inform your decision of Rite which will grant you powers and affect how you cast some spells from the start.
It is worth noting when creating an occultist that the path you tread will often set you apart from others, with mastery over magical abilities that could be seen as strange or even perverse. Having said this, no secrets were ever found in a vaccuum away from others. Think about your characters motivation to travel, does the party have some means of helping them acheive their goals? Do you need to travel out in search of a specific piece of research? Always be considering what your character is searching for, and why they want so badly to find it.
Quick Build
You can make an Occultist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Wisdom (an Occultists who intends to become a Bloodmage may wish to pay attention to their Constitution score instead of their Wisdom). Second, choose the Hermit or Sage background.
Class Features
As an Occultist, you gain the following features.
Hit Points
Hit Dice: D8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1D8 (or 5) + your Constitution modifier per Occultist level after 1st.
Proficiencies
Armour: None
Weapons: Blowguns, clubs, daggers, darts, quarterstaffs, rapiers, sickles, slings, light crossbows
Saving Throws: Intelligence, Wisdom
Tools: None
Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, and Religion.
Chapter 1 | The Occultist
Equipment
You start with the following equipment, in addition to any equipment granted by your background.
(a) a quarterstaff, or (b) a sickle
(a) a scholar’s pack, or (b) a diplomat’s pack
a component pouch
a book of ceremonies
Spellcasting
Steeped in ceremony and carefully applied resources, your mastery of the more primal side of the arcane allows you the ability to cast spells.
Ritual Casting
Most of the spells that the Occultist can learn have the ritual tag. What this means is that the Occultist has no spell slots to cast a spell normally like other spellcasters, and must instead take the time to perform the rituals and ceremonies for each spell that they cast.
A ritual spell takes 10 minutes longer to cast than normal. It also does not expend a spell slot, which means that it cannot ordinarily be cast at higher levels. You must concentrate on the ritual of a spell until it is cast, at which point it no longer requires concentration, unless the spell description states that it does.
Preparing Cantrips
You prepare a list of cantrips that are available for you to cast from those on the Occultist spell list. When you do so, choose a number of Occultist cantrips equal to your Intelligence modifier + half your Occultist level (rounded down, minimum of one cantrip).
For example, if you’re a 3rd-level Occultist with an Intelligence score of 16, you can prepare up to 4 cantrips from the Occultist spell list. Casting a cantrip does not remove it from your list of prepared cantrips.
You can change your list of prepared cantrips when you finish a long rest. Preparing a new list of cantrips requires time spent gathering materials and focusing your energies upon the incantations, at least
1 minute for each cantrip on your list.
Book of Ceremonies
At 1st Level, you have a book of ceremonies containing two 1st-level spells of your choice from the Occultist spell list, as long as they have the ritual tag.
The ritual spells that you learn as you progress in this class reflect your own occult research, and represent countless hours spent studying the world around you. You may also find the rituals of others and use these as learning opportunities to further your own research.
In order to cast the rituals in your book of ceremonies, it must be on your person, though when it is you have access to every ritual within it.
Adding Rituals to the book. When you find an Occultist spell of 1st-level or higher, you can add it to your book of ceremonies if it has the ritual tag and if its spell level does not exceed your current Ritual Potential. You must also spend the time to understand and copy down the ceremonies surrounding it.
When copying down a new ritual into your book of ceremonies you must spend 2 hours per spell level writing down and learning the ceremonies and materials needed to cast it.
Chapter 1 | The Occultist
Replacing the Book. You can copy a ritual spell from your own book of ceremonies into another book-for example, if you want to make a backup copy of your book of ceremonies. This is just like copying a new spell into your book of ceremonies, but faster and easier, since you understand your own notation and already know the rituals and ceremonies. You need spend only 1 hour for each level of the copied spell.
If you lose your book, your access to the rituals you had is lost and you must start from scratch, finding new rituals to fill the book as normal.
Spellcasting Ability
Intelligence is your spellcasting ability for your Occultist spells, your hours of research and dilligent preparation work inform your spellcasting. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Occultist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Learning Rituals
Each time you gain an Occultist level, you can add one Occultist spell of your choice to your book of ceremonies, as long as it has the ritual tag. Each of these spells must be of a level no greater than your current Ritual Potential, as shown on the Occultist table. On your adventures you might find other rituals you can add to your book of ceremonies.
Occultist Rite
There are many paths into the world of the occult, and many different forms of study. Starting at 1st level you choose your Occutist rite, which informs the rituals you can learn and unlocks the potential for new ways of using them.
You can choose between the Rite of the Bloodmage, or the Rite of the Seerwitch, detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, 14th, and 18th level.
Talismans
Occultists can create talismans, small items of power to bolster their abilities and the abilities of others. Starting at 2nd level, you have access to four talismans, and you gain more as you level up, as shown in the Talismans column of the Occultist table.
Talismans are small trinkets, usually bones, tarot cards, or rune inscribed gemstones, which are infused by the user with small but useful amounts of magic, to be called upon at need. The magical charge in these talismans can be used in order to fuel some of your abilities and the capabilities of others.
You may use your talismans as a spellcasting focus for your occultist spells.
Over the course of a short rest, you may perform small rituals to replenish the magic within your talismans, regaining a number of charged talismans equal to your Proficiency Bonus. This number may not exceed your maximum number of carried talismans, as shown in the class table. Over the course of a long rest, you may use the same rituals to replenish all of your talismans.
Malefic Rituals
Your continued research into rituals and the occult allows you to cast ritual spells at a higher level. Beginning at 3rd level, you may cast a ritual spell as if it were being cast at a higher level. To do so, you must expend the charge of one talisman per spell level higher than the spell’s original level.
When you cast a ritual in this way, you may not cast it at a level higher than your current Ritual Potential.
In addition, any ritual you cast that would normally have a duration of 1 minute once complete, instead has a duration of 10 minutes.
Unbound Potential
By 9th level you have become skilled in your ritual performance, and have learnt how to weave rituals for new spells and to prepare ceremonies more quickly.
Your skill with ritual practices allows you to cast spells as rituals even if they do not have the ritual tag, you treat them as if they do. These spells must still appear on the Occultist spell list.
Additionally,
Keeper of the Occult
At 20th level, you understanding of rituals is second to none.
(Instant cast rituals for talisman cost or cast rituals over several rounds depending on level of spell)
Chapter 1 | The Occultist
Chapter 2
Occultist Rites
During the course of an Occultist’s studies they will discover something, a new way of doing things or a twist which gives them an edge. These often fall into distinct categories of magic, two such are listed here; the Bloodmage, and the Seerwitch.
Rite Spells
The Occultist rite you choose gives you access to additional spells, these spells count as Occultist spells for you. These spells may be cast in a way unique to your rite, and as such can bypass the ordinary Occultist ritual casting requirements. You may learn one spell from your Rite list when you choose your rite at 1st level and then again whenever your Ritual Potential increases, the chosen spell must be of a level no higher than your current Ritual Potential. These spells are added to your Book of Ceremonies and can be cast as rituals if they have the ritual tag. You must still obey the method your rite has for casting these rite spells.
Bloodmage
Blood Spells
Spell Level | Blood Spells |
---|---|
1st | Inflict Wounds |
2nd | Ray of Enfeeblement, Sanguine Suit |
3rd | Sanguinary Knowledge, Vampiric Touch |
4th | Blight, Degenerating Veil |
5th | Danse Macabre, Enervation |
6th | Circle of Death, Vitriolic Blood |
7th | Create Magen, Regenerate |
8th | Cartographica Sanguinis |
9th | True Resurrection |
Casting Blood Spells
In order to cast a blood spell, you must take necrotic damage equal to the level of the spell slot used to cast it, you gain temporary hit points equal to the damage taken plus your Wisdom modifier (minimum 1). When a spell is cast in this way it does not expend a spell slot but must still follow the ordinary rules for spellcasting. The damage you take in this way may not be reduced or negated in any way.
If casting in this way would reduce your hit points to 0, make a Constitution saving throw with a DC equal to the spell’s level plus the value rolled as necrotic damage. On a success the spell still takes effect.
Sanguine Suffusion
Starting at 6th level, you have learnt to manipulate blood that has been spilt around you almost as well as you manipulate your own.
When you damage a creature that has less than half of its maximum hit points (rounded down) at the start of the attack, you may choose to sacrifice a number of talismans as a reaction. If you do so, you deal an additional Xd8 necrotic damage on that attack, where X is the number of talismans you sacrificed in this way (up to a maximum of 6).
Blood Tithe
Beginning at 10th level, you have learnt how to improve your spellcasting by fortifying your ceremonies and talismans with your own blood.
Whenever you cast a ritual spell with material components, you may choose to replace those components with your own blood by taking 1d4 necrotic damage per material replaced. If a material has a gold value, you must take 1d4 necrotic damage per 100gp the material costs. This damage may not be reduced or negated in any way. Should this damage take you to 0 hit points, make a Constitution saving throw using the rules for casting blood spells.
Additionally, if you choose to take 1 point of necrotic damage, you may sense all living creatures with blood and their general direction within 1 mile. You may increase the range of this effect by sacrificing 1 extra point of damage per mile.
Chapter 2 | Occultist Rites
Blended Ichor
When you reach 14th level, you have learnt to share the powers of your blood with others. You may spend 10 minutes in order to connect your blood to other willing creatures, expending a number of talismans equal to the number of participants other than yourself (minimum 1).
Roll one Occultist hit die, with each bonded participant and yourself taking the resultant value as necrotic damage, and gaining a bonus to attack rolls and ability checks equal to the rolled number. This effect lasts for 1 hour, or until you choose to end it as a bonus action. The damage caused by this feature cannot be reduced or negated in any way.
Peerless Sanguinity
By the time you reach 18th level, your control over your own magic and blood has granted additional boons. Whenever you would recover or gain hit points, temporary or otherwise, you gain the maximum value possible.
Additionally, as a bonus action you may take 1d4 necrotic damage, recovering an amount of Talismans equal to the damage taken. You may perform this bonus action a number of times equal to your Wisdom modifier (minimum 1) per long rest. This may not take you above your maximum number of Talismans.
Seerwitch
Coven Spells
Spell Level | Coven Spells |
---|---|
1st | Find Familiar |
2nd | Borrowed Knowledge, Flock of Familiars |
3rd | Clairvoyance, Nondetection |
4th | Arcane Eye, Banishment |
5th | Awaken, Contact Other Plane |
6th | Balfrys’ Beautific Lamp, True Seeing |
7th | Dream of the Blue Veil, Etherealness |
8th | Mindblank, Planar Detonation |
9th | Astral Projection |
Casting Coven Spells
In order to cast one of your Coven spells, you must bank a number of talismans equal to the spell’s level. What this means is that those talismans are accounted for and may no longer be spent as an ordinary talisman. When a spell is cast in this way it does not expend a spell slot but must still follow the ordinary rules for spellcasting.
Despite being unable to be used to fuel other features, banked talismans may be used in other ways, which you will learn as you grow more skilled as a Seerwitch. Beginning at 1st level, as a bonus action you may spend a banked talisman in order to communicate a thought or image into the minds of up to 2 willing creatures you can see within 60ft.
Familiar Power
Starting at 6th level, you have learnt to create closer bonds with the familiars and entities that are summoned by you.
Any familiars you summon using find familiar or flock of familiars gain an Intelligence score of 10, and can speak one language that you speak. Familiars that you summon also gain a number of additional hit points equal to twice your Occultist level.
In addition to this, whenever a creature you have summoned makes an attack roll, saving throw, or ability check, you may spend a banked talisman as a reaction in order to grant a bonus to that roll equal to your Wisdom modifier (minimum 1).
Practical Magic
Beginning at 10th level, accessing your well of banked talismans has become more natural and is you have discovered new ways to make this dammed up magical potential work for you.
As a reaction, whenever you take damage for any reason, you may spend any number of banked talismans. If you do, you negate an amount of damage per talisman spent equal to your Wisdom modifier (minimum 1).
In addition to this, you may spend 1 banked talisman to skim the surface thoughts of a creature you can see within 30 foot, granting advantage on any Wisdom (Insight) checks made when interacting with that creature for the next minute.
Chapter 2 | Occultist Rites
Warding
When you reach 14th level, you have found new uses for the dam of bound energy within you and can use your banked talismans to protect yourself and others.
As a reaction, whenever you or a creature you can see are forced to make a saving throw, you may spend a banked talisman in order to grant a bonus to that saving throw equal to your Wisdom modifier (minimum 1). You may take this reaction a number
of times per day equal to your Proficiency modifier, after which you must complete a long rest before doing so again.
Additionally, whilst you have at least one banked talisman, you cannot be charmed, frightened, or put to sleep by magical effects.
Body of Magic
By the time you reach 18th level, your connection to your internal pool of magic has strengthened your senses.
Whenever you cast a coven spell, you may
bank an amount of talismans equal to half the
spell level cast (rounded up) instead of the full amount.
In addition to this, as long as you have at least five banked talismans, you are always aware of any attempts to scry or find you through magical
effects, and know the general direction of, and distance to, the person who cast
the spell, provided they are on the same
plane of existence as you.
Chapter 2 | Occultist Rites
Chapter 3
Occultist Spell List
Cantrips (0 Level)
- Acid Splash
- Chill Touch
- Control Flames
- Create Bonfire
- Encode Thoughts
- Friends
- Guidance
- Gust
- Infestation
- Light
- Mage Hand
- Magic Stone
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Poison Spray
- Prestidigitation
- Primal Savagery
- Produce Flame
- Quick Study
- Red-Handed Glyph
- Resistance
- Sapping Sting
- Shape Water
- Soul Drain
- Spitting Image
- Talking Dead
- Tearing
- Thaumaturgy
- Thorn Whip
- Toll the Dead
- True Strike
1st Level
- Alarm
- Bane
- Cause Fear
- Charm Person
- Comprehend Languages
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Dissonant Whispers
- False Life
- Fog Cloud
- Gift of Alacrity
- Identify
- Illusory Script
- Silent Image
- Sleep
- Tenser’s Floating Disc
- Unseen Servant
2nd Level
- Alter Self
- Animal Messenger
- Arcane Lock
- Augury
- Beast Sense
- Continual Flame
- Crown of Madness
- Enhance Ability
- Gentle Repose
- Hearth’s Shelter
- Levitate
- Locate Object
- Magic Mouth
- Nystul’s Magic Aura
- See Invisibility
- Shadow Blade
- Silence
- Skywrite
- Spider Climb
- Summon Beast
3rd Level
- Appraise Creature
- Conjure Animals
- Corpsebomb
- Feign Death
- Gaseous Form
- Glyph of Warding
- Leomund’s Tiny Hut
- Magic Circle
- Phantom Steed
- Remove Curse
- Summon Fey
- Summon Lesser Demons
- Summon Shadowspawn
- Summon Undead
- Tiny Servant
- Water Breathing
4th Level
- Charm Monster
- Conjure Woodland Beings
- Divination
- Fabricate
- Leomund’s Secret Chest
- Locate Creature
- Mordenkainen’s Faithful Hound
- Polymorph
- Summon Abberation
- Summon Greater Demon
5th Level
- Commune
- Dispel Evil and Good
- Hallow
- Infernal Calling
- Legend Lore
- Passwall
- Planar Binding
- Rary’s Telepathic Bond
- Scrying
- Stasis
- Teleportation Circle
6th Level
- Conjure Fey
- Create Homunculus
- Find the Path
- Forbiddance
- Guards and Wards
- Planar Ally
- Primordial Ward
- Summon Fiend
- Summon Bogfiend
7th Level
- Crown of Stars
- Mirage Arcane
- Mordenkainen’s Magnificent Mansion
- Plane Shift
- Sequester
- Simulacrum
- Symbol
8th Level
- Antimagic Field
- Animal Shapes
- Antipathy/Sympathy
- Demiplane
- Telepathy
9th Level
- Gate
- Imprisonment
- Mass Polymorph
Chapter 3 | Occultist Spell List
Appendix A: New Spells
Appraise Creature
3rd-level divination (ritual)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Occultist, Ranger, Wizard
You focus on and carefully analyse a creature you can see within range. Choose one option from the following list:
- You learn one Damage Vulnerability that the creature possesses (if any)
- You learn one Damage Immunity that the creature possesses (if any)
- You learn one Damage Resistance that the creature possesses (if any)
- You learn a dominant trait from the creature’s behaviour i.e prey, predator, scavenger, etc
At Higher Levels. You may choose one extra option for each slot level above 3rd. You may also choose to use the same option more than once (max twice).
Balfrys’ Beautific Lamp
6th-level transmutation (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a lamp, lantern, or torch)
- Duration: Instantaneous
- Classes: Artificer, Occultist (Seerwitch), Warlock, Wizard
You channel magic into the light source used in the casting of this spell, causing it to grow a pair of legs and giving it a limited level of consciousness.
The light follows you to the best of its ability, with a walking speed equal to your own. The lamp can walk along vertical surfaces but not upside down. It gives off bright light in a 30ft. radius, and dim light for a further 10ft. You may give simple orders to the light such as “stop” or “follow”.
You may ask the light to “bloom”. As the light blooms, its’ bright light radius increases to 60ft for 1 minute. Any invisible creature or object caught in the bright light is revealed, and any visual illusion is shown to be what it is. If a creature is revealed it must make a Constitution saving throw or become stunned until the start of your next turn.
In combat the Lamp shares your initiative count, but acts immediately after you. It follows your verbal commands but may take no actions other than Bloom and the Dodge action. The Lamp has an AC of 10 and 25 hit points. If at any point you are more than 10 miles from your Lamp, it becomes inert, reverting back to the original light source.
Appendix A | New Spells
Cartographica Sanguinis
8th-level necromancy (ritual)
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (a few drops of a creature’s blood)
- Duration: Instantaneous, up to 24 hours
- Classes: Occultist (Bloodmage), Wizard
By using a few drops of a creature’s blood and a flat surface, you can recreate a map of all the locations that creature has visited in the last week, as the blood pools and reforms itself into the shapes of terrain and buildings, leaving a droplet trail that marks the passage the creature took.
This map tracks the creature’s movements on the plane of existence upon which the caster was standing when casting this spell. If the creature to whom the blood belongs is still alive upon casting this spell, the map continues to track their movements for the next 24 hours.
The overall details of the map dry within 1 minute, with any continuing tracking line becoming fresh as the creature moves and drying within 1 minute also.
Corpsebomb
3rd-level necromancy (ritual)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Cleric, Occultist, Wizard
You curse a creature’s body, causing it so that upon their death they will explosively expire. Choose a creature you can see within range, that creature must make a Constitution saving throw. On a failed save, the target is cursed. On a successful one, they are unaffected. If the creature dies before this spell ends, it immediately explodes in a 20 foot radius sphere.
Creatures within the sphere must make a Dexterity saving throw, taking 3d8 necrotic damage on a failed save, and half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may affect one extra creature with the curse per slot level above 3rd.
Degenerating Veil
4th-level abjuration
- Casting Time: 1 action
- Range: Self (30 foot)
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Occultist (Bloodmage), Warlock, Wizard
You create a dampening circle of withering energy. For the duration of this spell, whenever a creature within 30 feet of you would regain hit points as a result of a spell or other magical effect, that creature must make a Constitution saving throw. On a failed save, the healing does not take place and that creature instead suffers 2d6 necrotic damage. On a success, the healing magic occurs without issue.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage inceases by 1d6 per slot level above 4th.
Hearth’s Shelter
2nd-level abjuration (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a pound of ash from a camp or hearth fire)
- Duration: 8 hours
- Classes: Artificer, Occultist, Ranger, Wizard
You create a circle of ash around a camp site or dwelling, with the intent of increasing the chance of a hidden and private space. The area within the ash circle cannot exceed a 60 foot radius. When you cast this spell, you may designate creatures who are unaffected by this spell.
For the duration of this spell, any ability checks made to find the camp site or dwelling are done so with disadvantage. In addition to this, from outside the circle any sounds from within it seem muffled.
Appendix A | New Spells
Planar Detonation
8th-level abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of extra-planar dust)
- Duration: Instantaneous
- Classes: Cleric, Occultist (Seerwitch), Wizard
You attempt to destroy a number of extra-planar entities, causing them to detonate and scatter their essence back to their original plane.
Choose a spot you can see within range, any creatures within a 30ft radius of the chosen spot for whom your current plane is not their home plane, must succeed on a Charisma saving throw or be banished.
Creatures banished in this way detonate, releasing their energy in a 10ft radius sphere centered on the space they occupy. Any other creature(s) caught within the sphere must make a Dexerity saving throw. On a failed save, the creature(s) take 8d8 force damage and are pushed away from the detonating creature by 10ft.
On a success, the creature(s) take half as much damage (rounded down) and are not pushed.
Quick Study
divination cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a book, scroll, or other written object)
- Duration: 1 minute
- Classes: Artificer, Occultist, Wizard
You touch a book, scroll, or other form of writing and speak up to 5 words. All instances of those 5 words appear glowing in the text. Books and scrolls this is cast upon will open or unfurl to the first instance of the word or words spoken, illuminating them and all other occurances within the text for the duration of the spell.
Red-handed Glyph
enchantment cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
- Classes: Artificer, Occultist, Wizard
You touch an object and ward it against easy thievery. If any creature touches the object before this spell ends, their hands glow a bright red for the duration of the spell, giving off bright light for 10 feet and dim light for a further 5 feet. This effect shows through most materials and can only be covered by metal or stone. This effect may be removed by a remove curse spell.
At Higher Levels. This spell’s duration increases to 8 hours when you reach 5th level, 24 hours at 11th level, and 48 hours at 17th level.
Sanguinary Knowledge
3rd-level divination
- Casting Time: 1 action (ritual)
- Range: Self
- Components: V, S, M (a pint of a deceased creature’s blood)
- Duration: 24 hour
- Classes: Occultist (Bloodmage), Wizard
You consume a pint of blood from a slain creature which has been dead for no longer than 24 hours, hoping to learn from it one spell that it knew in life (if any). Choose one spell (if any) from the dead creature’s stat block, the spell must be of a level you can cast. You gain the knowledge of this spell for 24 hours. This knowledge does not allow you to cast the spell, and it dissipates as though you never knew it once the spell ends.
During this time, you may copy the spell into your spellbook using the normal rules for copying spells. Once you have done this, the spell counts as a Wizard spell to you and you may prepare it from your spellbook as normal. You may learn a spell from outside the wizard spell list in this way.
Appendix A | New Spells
Sanguine Suit
2nd-level transmutation
- Casting Time: 1 action (ritual)
- Range: Self
- Components: V, S, M (some iron shavings)
- Duration: 8 hours
- Classes: Occultist (Bloodmage), Sorcerer, Wizard
You transmute your own blood in such a way that it hardens into iron upon contact with the air. You must not be wearing armour for this spell to work. For the duration of the spell, whenever you receive more than 5 points of slashing or piercing damage you gain a +1 bonus to your AC (max +5).
This spell has no effect in environments with no air, such as underwater.
Soul Drain
necromancy cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Occultist, Warlock, Wizard
Your hands sap life from others to bolster yourself. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d4 necrotic damage, and you gain temporary hit points equal to the damage dealt.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Spitting Image
divination cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a pinch of ash)
- Duration: Instantaneous
- Classes: Bard, Cleric, Occultist, Wizard
You send forth a basic image to the mind of one creature you can see within range. The creature need not speak a language, but will have to interpret the image as best they can.
The image remains in the forefront of the creature’s mind until the start of your next turn, at which point it dissipates.
Appendix A | New Spells
Summon Bogfiend
6th-level necromancy (ritual)
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a handful of swamp mud and something dead)
- Duration: Concentration, up to 1 hour
- Classes: Occultist, Warlock, Wizard
You animate the bones and rotting matter found in a swamp. Choose an unoccupied space of swampland in range that you can see. In this space a Bogfiend manifests, using the Bogfiend stat block (p.#).
The creature is an ally to you and your companions for the duration of the spell. Roll initiative for the Bogfiend, which acts as an independent creature but obeys your mental commands to the best of your ability. If you issue no commands it takes the dodge action and uses its move to avoid danger.
If concentration is lost on this spell, the Bogfiend remains until it is killed and is hostile to all creatures in its vicinity.
Appendix A | New Spells
Talking Dead
necromancy cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, M (a skull of some kind)
- Duration: 1 hour
- Classes: Occultist, Warlock, Wizard
You imbue a skull, e.g a small mouse or bird skull, with a spark of life. As you cast this spell, speak a phrase of 10 words or fewer to the skull.
Whenever a creatures touches or comes within 5 feet of the skull for the duration of the spell, it repeats the words you spoke to it, becoming animated as it does so.
Tearing
transmutation cantrip
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a knapped flint)
- Duration: Instantaneous
- Classes: Artificer, Bard, Cleric, Occultist, Sorcerer, Wizard
This spell splits and tears an object you touch, such as a tapestry, a sheet of metal, a leather apron, or a wooden plank. The spell creates a split, break, or tear that is no larger than 1 foot in any dimension
This spell cannot break a magical item or construct.
Vitriolic Blood
6th-level necromancy
- Casting Time: 10 minutes
- Range: Self
- Components: V, S
- Duration: 1 hour
- Classes: Occultist (Bloodmage), Wizard
You concentrate on controlling your own essence, altering your blood so that the moment it touches air, it becomes dangerously acidic.
For the duration of this spell, whenever you take 5 or more points of slashing or piercing damage, all creatures within a 5ft. radius must make a Dexterity saving throw. On a failed save, the creature(s) take 3d8 acid damage, or half as much on a success.
In addition to this, any creature that fails the save has their AC reduced by 1 as their armour or hide is melted by the acid. This spell cannot reduce a creature’s AC below 10 in this way. This spell does not function in environments without air, such as underwater.
Appendix A | New Spells
What secrets does the occult have to offer?
This document introduces the Occultist class, a ritual casting spellcaster who prepares their spells from the class’ list of cantrips, and uses special talismans to activate their abilities and cast more powerful spells.
Ever wanted to upcast spells as rituals? Ever got annoyed with how few cantrips you have access to? Or are you just interested in the arcane, the witchy, the occult?
The Occultist class is your answer.
For use with the fifth edition
Player’s Hand Book, Monster’s Manual,
and Dungeon’s Masterguide.
Bogfiend
Large construct, unaligned
Bogwomper. The Bogfiend suffers no ill effects with regards to difficult terrain from swamps, bogs, fens, shallows, or marshland.
Magic Resistance. The Bogfiend has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Bogfiend’s attacks count as magical for the sake of overcoming resistance and immunity.
Spell Absorbtion. Any time the Bogfiend is targeted by a spell, roll a d6. On a 1 to 5, the Bogfiend is affected normally. On a 6, the Bogfiend is unaffected, and it absorbs the magical energy and stores it in its body.
Actions
Multiattack. The Bogfiend makes three Slam attacks
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit: 2d8 + 4 + the spell’s level bludgeoning damage
Reactions
Endure. The Bogfiend may use the energy it has stored from a spell cast upon it in order to heal itself. The Bogfiend regains 3d8 + the stored spell’s slot level in hit points.