Occultic (5e Class)
From D&D Wiki
Occultist
A tall human, covered in scars, sits cross-legged among an anxious crowd, concentrating. At last, he unfolds his hand, revealing a rose, growing up from his palm, withering, and fading from existence. The crowd gasp, and he rises, scratching a new wound on his arm.
A stout dwarven woman gazes across a barren fjord at the swarm of hellspawn racing toward her. She stares at them intently, and they stop, screeching obstinately, as if some crevice has opened up in the ground. They test the ground, realising the hallucination, but the dwarf is gone.
Small and scared, an elven child backs into a dead end, her back bumping against the cold stone wall. Her entailing captors approach, grinning maniacally. She furrows her brow, and they freeze, their eyes beginning to bleed. Suddenly, they collapse, their brains mush. The girl wipes the trickle of blood from her nose, and limps away.
A Price for Power
Flavour Text.
Creating an Occultist
The most important question to consider when creating your occultist is the origin of your power. This is completely up to you, but may tie in with your occultic path. Is it a family symbol, a supernatural inheritance passed on by your ancestors? Or did some extraordinary event leave you blessed with a psionic ability but perhaps scarred as well?
How do you feel about your interwoven psionic ability? Do you embrace it, attempt to control it, or take pleasure from its logical nature? Is it a blessing, or curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What will you do with it? Perhaps you interpret it as a gift from the gods. Or maybe you argue that you mastered it, so you should get to do as you please with it. Does it link you to some individual within the world? Did a crazed wizard imbue you with powers after an experiment gone wrong? Were you cursed with them after you annoyed a deity?
- Quick Build
You can make an Occultist quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom, if you plan to choose the Kinetic division. Choose Charisma instead if you plan to take the Mesmer division. Second, choose the Hermit background. Third, choose the mind slam and mind tricks manipulations.
Class Features
As a Occultist you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Occultist level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Occultist level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose two from Insight, Investigation, Medicine, Perception, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) an explorer's pack or (b) a dungeoneer's pack
- A dagger
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
Level | Proficiency Bonus |
Manipulations Known | Hit Point Limit | Features |
---|---|---|---|---|
1st | +2 | 2 | 1 | Psionic Manipulation, Occultic Path |
2nd | +2 | 3 | 2 | Pseudolife (one use) |
3rd | +2 | 4 | 2 | — |
4th | +2 | 5 | 3 | Ability Score Improvement |
5th | +3 | 6 | 3 | — |
6th | +3 | 7 | 4 | Pseudolife (two uses) |
7th | +3 | 8 | 4 | — |
8th | +3 | 9 | 5 | Ability Score Improvement |
9th | +4 | 10 | 5 | — |
10th | +4 | 10 | 6 | Pseudolife (three uses) |
11th | +4 | 11 | 6 | — |
12th | +4 | 11 | 7 | Ability Score Improvement |
13th | +5 | 12 | 7 | — |
14th | +5 | 12 | 8 | Pseudolife (four uses) |
15th | +5 | 13 | 8 | — |
16th | +5 | 13 | 9 | Ability Score Improvement |
17th | +6 | 14 | 9 | Greater Manifestation |
18th | +6 | 14 | 10 | — |
19th | +6 | 15 | 10 | Ability Score Improvement |
20th | +6 | 15 | 10 | Master Manipulator |
Psionic Manipulation
Your psionic talent and many long nights of practise have granted you the ability to conjure effects using your mind. Unfortunately, this puts extreme pressure on your mind, causing you to take damage when manifesting anything greater than the most minor of effects. This damage may take the form of small injuries such as nosebleeds or bruises, to exhaustion and cuts, depending on the power of the manipulation.
- Manifesting Manipulations
You know two manipulations of your choice from the occultist manipulation list, detailed at the end of the class description. You can only know a manipulation if the minimum hit point cost is lower than or equal to your hit point limit (shown on the occultist table). When you gain certain occultist levels, you learn an additional manipulation of your choice, as shown in the Manipulations Known column of the occultist table.
As an occultist, you are able to manifest your abilities as many times as you wish, as long as you have sufficient hit points to do so. If you drop below zero hit points as a result of using your psionic manifestations, you gain one death saving throw failure, and enter death saving throws, as usual. In the case that you don't, you may expend levels of exhaustion instead. If you reach exhaustion level six, you die, as usual.
- Psionic Ability
Wisdom is your psionic ability for your occultic manipulations, so you use Wisdom whenever a manipulation refers to your psionic ability. In addition, you use your Wisdom modifier when setting the DC for an occultic manipulation you manifest and when making an attack roll with one.
Psionic save DC = 8 + your proficiency + your Wisdom modifier
Psionic attack modifier = your proficiency + your Wisdom modifier
Occultic Path
At 1st level, you are specialised in a specific area of psionic talent, becoming either a Kinetic or a Mesmer, both of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, and 14th level.
Pseudolife
At 2nd level, you unearth a hidden fountain of psionic power within yourself, gaining the ability to divert the pressure of your concentration to an unseen pool of psionic power, which takes the damage for you. On your turn, you can use your action to gain 2d6 + your Occultist level temporary hit points, which you may only use to manifest your occultic manipulations. Any other damage you suffer from is taken directly from your hit point maximum.
Once you use this feature, you must finish a short or long rest before you may use it again. You gain an extra use of this feature at 6th, 10th , and 14th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Greater Manifestation
At 17th level, you have achieved such mastery over certain manipulations that, when they are manifested, they do you no harm. Choose two minor manipulations you know. You can conjure these at any level of hit point cost, up to your hit point limit , without expending any hit points.
Master Manipulator
At 20th level, you have gained a stronger resistance to the harm which your concentration brings. If you begin initiative while you have no temporary hit points from this feature or the Pseudolife feature, you gain temporary hit points equal to one quarter of your hit point maximum.
Kinetic
Kinetics are Occultists who use their powers to alter the physical world, slamming enemies into walls, or crushing a foe's brain until it becomes mush.
- Additional Manipulations
When you choose this path at 1st level, and again at 6th, 10th, and 14th level, you learn an additional kinetic-type manipulation of your choice. The manipulations which you gain with this feature don't count towards your Manipulations Known (shown on the occultist table).
- Outward Blast
At 1st level, you gain the ability to summon up your mental might in one repelling blast. As an action, you can expend any number of hit point up to your hit point limit (max. 6), and all creatures within a number of feet from you equal to 10 ft. for every hit point which you spend on this feature must succeed on a Strength saving throw, or be moved up to 10 ft. away from you, and are knocked prone. On a successful save, they are moved half of that distance, and remain standing.
Once you use this feature, you must finish a short or long rest before you may use it again.
- Sacrificial Infliction
Starting at 6th level, you gain the ability to harm yourself in order to deal more harm to a foe. When you deal damage using a kinetic-type manipulation, you can sacrifice a number of hit points up to your hit point limit, and you can increase the damage by the number of hit points you sacrificed.
- Greater Pain
Beginning at 10th level, your abilities allow you to excel at certain physical manipulations, as long as you maintain a higher concentration. When you manifest a kinetic-type manipulation with only one target, you can choose to expend twice the regular hit point cost (min. 1), regardless of your hit point limit, as long as the original cost is within it. If you do so, the manipulation will be successful automatically.
Once you use this feature, you must finish a short or long rest before you may use it again.
- Mind Crush
At 14th level, you have gained such control over the physical aspects of your powers that you can reach inside a creature's mind, and squeeze it. You can use an action to target one creature within 30 ft. of you, and expend hit points equal to two for every size category (e.g. tiny: 2, small: 4, medium:6, etc.). They must succeed on a Constitution saving throw, or take 10d10 psychic damage, and gain disadvantage on all rolls for 1d4 turns. On a successful saving throw, they take half damage, and gain no disadvantage.
Once you use this feature, you must finish a long rest before you may use it again.
Mesmer
Mesmers use their psionic abilities to meddle with the mind in various ways, dreaming up things which aren't really there, invading the minds of others to seek out valuable information and their darkest secrets.
- Additional Manipulations
When you choose this path at 1st level, and again at 6th, 10th, and 14th level, you learn an additional mesmer-type manipulation of your choice. The manipulations which you gain with this feature don't count towards your Manipulations Known (shown on the occultist table).
- Silent Speech
At 1st level, you gain the ability to communicate with other creatures with your mind. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language.
- Strange Sight
Starting at 6th level, if you can see an ally within 60 ft. of you being attacked, you can use your reaction to impose disadvantage on that attack, by altering the attacker's vision in such a way as to startle them. They must then make a Wisdom saving throw against your psionic save DC. On a failed save, the next attack against them is made with advantage. On a successful save, no effects occur.
Once you use this feature, you must finish a short or long rest before you may use it again.
- Mental Block
Beginning at 10th level, your mental training allows you to raise a defence whenever your mind is invaded. You are immune to being charmed, and if a creature attempts to charm you, negate the effect, and they must succeed on a Wisdom saving throw against your psionic save DC, or be charmed by you for one minute, or until they take damage.
Once you use this feature, you must finish a short or long rest before you may use it again.
- Mesmerising World
At 14th level, you can expend any number of hit points up to your limit. Choose a number of creatures equal to half of the hit points which you spent on this feature. They must each succeed on a Wisdom saving throw against your psionic save DC, or are plunged into vision of another world of your design. You can alter this world in any way you see fit, creating illusory creatures, scents, etc. You can decide whether they see anything of the real world, but they cannot interact with your illusory one. The hallucination lasts until you lose concentration, you end it willingly, or one minute has passed.
Once you use this feature, you must finish a long rest before you may use it again.
Psionic Manipulations
If a manipulation has a minimum cost greater than your hit point limit, you cannot learn that manipulation. You can learn a manipulation at the same time that you meet its minimum hit point cost.
- Components
Manipulations don’t require the components that many spells require. Using a manipulation requires no spoken words, gestures, or materials. The power of psionics comes from the mind.
- Duration
A manipulation specifies how long its effect lasts. Instantaneous. If no duration is specified, the effect of the manipulation is instantaneous. Concentration. Some manipulations require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s hit point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute. Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.
Minor Manipulations
Minor manipulations are less demanding effects which can be conjured without expending any hit points, although, if you do, the results will always be more powerful.
- Mind Slam (0-3 hp, Kinetic)
As an action, you reach out to one medium or smaller creature you can see within 60 ft. of you, and make a psionic attack roll. On a hit, they are flung in one direction of your choice a number of feet equal to 10 for every hit point that you spend, and then they are knocked prone. They take 1d8 force damage for every hit point that you expend on this manipulation. On a miss, they are only moved half of the distance, aren't knocked prone, and take no damage.
- Mind Tricks (0-3 hp, Mesmer)
As a bonus action, target one creature within 30 ft. of you, and an additional number of creatures equal to the amount of hit points expended on this manipulation. You can create a simple, harmless visual or auditory hallucination, which could take the form of anything from a loud bang, or a faint whisper, to a box of gold, or even a dead corpse. The hallucinations cannot interact with the physical world. The limits to this are: none of the sounds may be uncomfortably loud, and the visual hallucination must be inanimate, and it must fit within a one foot cube. The size of the cube increases by one foot for every hit point expended on this manipulation.
- Psionic Grasp (0-3 hp, Kinetic)
As an action, you can use your psionics to interact with the physical world. From up to 30 ft. away, you can perform simple tasks, such as manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot attack or activate magical items using this manipulation, or lift any load greater than 10 lbs for every hit point that you spend on this manipulation. The range at which you may use this manipulation increases by 10 ft. for every hit point you expend on this manipulation.
Manipulations
These are the regular form of manipulations, which require hit points to be expended on them.
- Better Luck Next Time (1-3 hp, Mesmer)
As a reaction, target one creature within 30 ft. of you, who just failed an attack roll. They can add 1d4 for every hit point you expend on this manipulation to the next attack roll that they make.
- Never Good Enough (1-3 hp, Mesmer)
As a reaction, target one creature within 30ft of you, who just failed an attack roll. They must subtract 1d4 for every hit point you expend on this manipulation from the next attack roll they make.
- Silver Tongue (1-6 hp, Mesmer)
As a bonus action, you can use your influence on this world to give your voice an... alluring touch. You gain advantage on one interaction you make with a targeted creature (eg. asking them for some help). For every hit point you expend, you can affect another creature. This does not affect constructs.
- Psychic Slash (2-6 hp, Kinetic)
As an action, target one creature within 30 ft. of you. You can make a number of psychic attacks against that creature up to the number of hit points which you have expended on this manipulation, slashing across their body. These attacks deal 1d10 slashing damage each.
Major Manipulations
These manipulations are the most powerful form of manipulation, requiring exhaustion levels to be gained instead of expending hit points.
- Psychic Crush (5-10 hp, Kinetic)
As an action, target one creature within 30ft of you. You deal 1d12 psychic damage for each hit point you spend, as you slowly crush the creature's brain.
- You can/can't do it! (5 hp, Mesmer)
As a bonus action, target one creature within 30ft of you. They will have either advantage/disadvantage, which you pick when using the ability, on their next roll.
Multiclassing
Prerequisites. To qualify for multiclassing into the Occultist class, you must meet these prerequisites: Wisdom 13
Proficiencies. When you multiclass into the Occultist class, you gain the following proficiencies: Light armour
Back to Main Page → 5e Homebrew → Classes