Hyrule: Occult Mutations (Hyrule Supplement)

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Campaign Setting: Hyrule
World of Hyrule
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Gods of Hyrule, their worship, and how they influence the world
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History of the Light World as known by Hyruleans
Player's Guide
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Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Exotic Races
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe, demon
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This world bears many monsters unique to it
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Ruins, dungeons, and temples are littered with various hazards
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Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

This page is intended to replace the warlock's Eldritch Invocations in the Hyrule campaign setting, and is designed for the variant rules it uses.
It can effectively be used in a traditional setting, but may function best if the campaign uses the Spell Points variant rule
(DMG, page 288) or equivalent.

Occult Mutations[edit]

These dark augments to your spells are an Occultist's bread and butter.

General Mutations[edit]

Agonizing Blast[edit]

Your selected field of study has unlocked a unique cantrip. This cantrip becomes your signature, known as your Agonizing Blast. Generally, most researchers choose the eldritch blast cantrip, but not all. You may add your Intelligence modifier to the damage it deals on a hit. The cantrip depends on your occult subject:

Blade of Sacrifice[edit]

You can use your action to create an occult weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your occult weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your occult weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your occult weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your occult weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Occult Follower[edit]

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: keese, kodongo, seeker entity, or a fairy of navigation.

Due to the eldritch power of your familiar, it is capable of attacking when you command it to do so. When you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

Codex Diabolica[edit]

Your notes on the arcane have taken on their arcane properties. Choose three cantrips from any class's spell list to write down in your notes. While these notes are on your person, you can cast those cantrips at will. They are considered Occultist spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.

If you lose these notes, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous notes. Your notes turn to ash when you die.

Occult Emblem[edit]

You have discovered an amulet, an ancient talisman that can aid the wearer when the need is great. This amulet can be used as a spellcasting focus, and when the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to consult your notes on the object to create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Mystic Curse[edit]

You may cast hex without expending a spell slot a number of times equal to your Intelligence modifier. When cast in this way, you cast the spell at the highest level you are able to cast. You regain these uses back after a short rest.

Advanced Mutations[edit]

These Mutations expand further on General Mutations.

Agonizing Blast Mutations[edit]

Agonizing Spear[edit]

Prerequisite: death bolt, twilight blast or eldritch blast Agonizing Blast
When you cast your Agonizing Blast, its range is 300 feet.

Agonizing Spray[edit]

Prerequisite: poison spray Agonizing Blast
When you cast your Agonizing Blast, you may choose to make an attack roll against the target, shooting a concentrated orb of poison at the target. The damage die of your Agonizing Blast is reduced to 1d10.

Agonizing Inspiration[edit]

Prerequisite: arcane bolt Agonizing Blast, Inspired occult mutation
When you cast your Agonizing Blast, you may choose to expend one use of your Inspiration to add your inspiration die to the damage roll of your attack.

Agonizing Hook & Bellows[edit]

Prerequisite: eldritch blast Agonizing Blast
Once on each of your turns when you hit a creature with your Agonizing Blast, you can move that creature in a straight line 10 feet closer to yourself, or push the creature up to 10 feet away from you in a straight line

Blessed Blast[edit]

Prerequisite: radiant blast Agonizing Blast
When you score a critical hit against or kill a creature with your Agonizing Blast, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + your Intelligence modifier (minimum of 1 hit point).

Eldritch Agony[edit]

Prerequisite: eldritch blast Agonizing Blast
Instead of force damage, your damage type changes depending on your occult subject. The damage type changes as follows:

  • The Deku Forest - Poison
  • The Great Calamity - Necrotic
  • The Twilight Realm - Radiant
  • The Golden Goddesses - Radiant
  • The Melodies of Hyrule - Psychic
Agonizing Force[edit]

Prerequisite: 10th lv, twilight blast, radiant blast or eldritch blast Agonizing Blast
Instead of using your standard Agonizing Blast, you can concentrate all that magic into a single beam of Agonizing Force. Agonizing Force is a line that is 5 feet wide and 50 feet (+25 feet per beam, to a maximum of 150 feet) long and deals damage to everything in its path. The damage of your Agonizing Force is the same as your chosen Agonizing Blast's.

A creature in the path of the beam must make a Constitution saving throw to resist, or the beam deals 1d10 force damage for every beam your Agonizing Blast can make at your level. This beam gains the benefits of other mutations.

Agonizing Bomb[edit]

Prerequisite: 10th lv, poison spray, death bolt or arcane bolt Agonizing Blast
When you cast eldritch blast, you can choose to form an explosive sphere. When you cast the cantrip in this way, the blast flashes from your finger to a point in range that you can see. At that point, it takes the form of a 20-foot diameter, spherical, explosion.

Creatures in this sphere must make a Dexterity saving throw, taking 1d10 damage for each damage die your Agonizing Blast deals on a success and half as much on a failure. The damage of your Agonizing Bomb is the same as your chosen Agonizing Blast's. This attack gains the benefit of other mutations.

Blade of Sacrifice Mutations[edit]

Eldritch Arms[edit]

Prerequisite: 6th lv, Blade of Sacrifice Mutation
You may use your Blade of Sacrifice as a spellcasting focus. In addition, you gain a +1 to attack and damage rolls with your Blade of Sacrifice. This increases to +2 at 10th level and +3 at 14th level.

Spastic Shield[edit]

Prerequisite: 6th lv, Blade of Sacrifice Mutation
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.

Bow of Sacrifice[edit]

Prerequisite: 6th lv, Deku Forest Occult Subject, Blade of Sacrifice Mutation
Your occult weapon can be a ranged weapon. You still require ammunition to use this weapon, however.

Flourish[edit]

Prerequisite: 6th lv, Melodies of Hyrule Occult Subject, Blade of Sacrifice Mutation
While wielding your Occult Weapon, you may choose to use one of your Inspired dice to increase your movement speed by 10 ft. In addition, when a die is spent in this way, you may add the die to one damage roll made with your Occult Weapon until the end of your turn.

Occult Smite[edit]

Prerequisite: 6th lv, Blade of Sacrifice Mutation
Once per turn when you hit a creature with your occult weapon, you can expend 5 magic points to deal an extra 1d8 force damage to the target, and you can knock the target prone if it is Huge or smaller.

Occult Twinblade[edit]

Prerequisite: 6th lv, Blade of Sacrifice Mutation
When you summon your Blade of Sacrifice, you may summon two weapons instead of one. While wielding two Blades of Sacrifice, the weapons are treated as Light weapons for the purpose of two weapon fighting.

Midnight Bliss[edit]

Prerequisite: 10th lv, Twilight Realm or Great Calamity Occult Subject, Blade of Sacrifice Mutation
When you hit a creature with your occult weapon, the creature takes extra necrotic damage equal to your Intelligence modifier (minimum 1).

Black Blade of Sacrifice[edit]

Prerequisite: 14th lv, Twilight Realm or Great Calamity Occult Subject, Blade of Sacrifice Mutation
You can create a greatsword using your Pact of the Blade feature. If you have the Twilight Realm Occult Subject, this greatsword resembles a Scimitar of Twilight. If you have the Great Calamity Occult Subject, the greatsword resembles Ganon's Sword (Though you may change its appearance as you wish). Any attack roll you make with this weapon is a critical hit on a roll of 19 or 20 on the d20, and curses a target on a hit for 1 minute, giving them disadvantage on one saving throw of your choice. You may only curse a target once per combat.

If the cursed target dies, you regain hit points equal to your Occultist level + your Intelligence modifier (minimum of 1 hit point). If you reduce a target to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.

When you hit a creature with this weapon, you can expend a number of magic points to deal an additional 1d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.


Occult Follower Mutations[edit]

Occult Guide[edit]

Prerequisite: 6th lv, Occult Follower Mutation
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Divine Benevolence[edit]

Prerequisite: 6th lv, Golden Goddesses or Melodies of Hyrule Occult Subject, Occult Follower Mutation
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Occult Guide[edit]

Prerequisite: 10th lv, Occult Follower Mutation
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Occult Guide[edit]

Prerequisite: 14th lv, Occult Follower Mutation, Agonizing Blast mutation
Once per turn, when you hit a creature with your Agonizing Blast, You may choose for the energy to magically bind the creature. The creature must make a Intelligence saving throw or be unable to cast spells or use magical abilities for 1 round of combat.

Eldritch Shock[edit]

Prerequisite: 14th lv, Twilight Realm Occult Subject, Occult Follower Mutation
You can cast Stun Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a short rest before you can use this invocation on the same creature again.

Codex Diabolica Mutations[edit]

Compendium Diabolica[edit]

Prerequisite: 6th lv, Codex Diabolica Mutation
You can now inscribe magical rituals in your notes. Choose two spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list but must be a spell level you are able to cast. The spells appear in the book and don't count against the number of spells you know. With your notes in hand, you can cast the chosen spells as rituals. You can't cast the spells other than as rituals, unless you've learned them by some other means. You can also cast an Occultist spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your notes. When you find such a spell, you can add it to your notes if the spell's level is one you'd be able to cast and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and requires 50 rupees of materials to inscribe it. If your notes are destroyed, you lose all of the spells acquired except for the initial two. You can re-create the first two in your notes over a short rest.

Codex Enigma[edit]

Prerequisite: 6th lv, Codex Diabolica Mutation
You're not sure how, but a new page appears in your notes. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast sending, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.

Compendium Enigma[edit]

Prerequisite: 10th lv, Deku Forest or Golden Goddesses Occult Subject, Codex Diabolica Mutation
You're not sure how, but a new page appears in your notes. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature's name can be written in it until you finish a short rest.

As an action, you can magically erase a name on the page by touching it.

Concerto Diabolica[edit]

Prerequisite: 10th lv, Melodies of Hyrule Occult Subject, Codex Diabolica Mutation
You may use an Instrument which you are proficient in in place of your notes for the purposes of Codex Diabolica, Compendium Diabolica and Arcanium Diabolica.

For Codex Enigma, the notes used to write a creature's name on resemble sheet music.

Scourge Diabolica[edit]

Prerequisite: 10th lv, Twilight Realm or Great Calamity Occult Subject, Codex Diabolica Mutation
You're not sure how, but a new solid black page appears in your notes. You can write the true name of one creature (pseudonyms or false names do not work, though titles do), which burns into the page. As long as a creature's name is written there, they have disadvantage on one skill check or saving throw of your choice until they fail the roll.

Upon failing the check, the creature's name is erased from the book and cannot be re-written until you finish a short rest. If the black page is destroyed or lost, it can be re-created/re-called upon a long rest.

Acranium Diabolica[edit]

Prerequisite: 14th lv, Codex Diabolica Mutation
You can now inscribe actual spells in your notes. Choose two spells from any class's spell list; these rituals needn’t be from the same spell list but must be a spell level you are able to cast, and cannot be a higher spell level than the spell when it was inittialy cast. The spells appear in the book and don't count against the number of spells you know. With your notes in hand, you can cast the chosen spells without compomnets, and spend half the required magic points that would usually be required to cast it.

On your adventures, you can add other spells to your notes. When you find such a spell, you can add it to your notes if the spell's level is one you'd be able to cast and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and requires 50 rupees of materials to inscribe it. You can only store a number of spells equal to your proficiency bonus. If your notes are destroyed, you lose all of the spells acquired except for the initial two. You can re-create the first two in your notes over a short rest.

Occult Emblem Mutations[edit]

Eldritch Bulwark[edit]

Prerequisite: 6th lv, Occult Emblem Mutation
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

Occult Guidance[edit]

Prerequisite: 6th lv, Golden Goddess or Deku Forest Occult Subject, Occult Emblem Mutation
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to reduce the damage by a number equal to your proficiency bonus and push the attacker up to 10 feet away from the talisman's wearer.

Instrumental Emblem[edit]

Prerequisite: 6th lv, Melodies of Hyrule Occult Subject, Occult Emblem Mutation
You may spend 5 minutes, an Instrument you are proficient with and your talisman to fuse into an Emblem Instrument. You may use this instrument to channel your Occult Emblem mutations.

Permutation Emblem[edit]

Prerequisite: 10th lv, Deku Forest or Twilight Realm Occult Subject, Occult Emblem Mutation
You can cast polymorph once using 4 magic points. You can't do so again until you finish a short rest.

Lexical Emblem[edit]

Prerequisite: 10th lv, Occult Emblem Mutation
By using your emblem as a magical eye glass, you can read all writing, including writing systems that normally couldn't be read, such as an encoded message, cypher or illusory script.

Dialect Diadem[edit]

Prerequisite: 10th lv, Occult Emblem Mutation
By using your emblem as a magical earpiece, you can understand any language, including those that normally couldn't be understood, such as a Hunter's Wildspeak.

Emblem Ingress[edit]

Prerequisite: 14th lv, Occult Emblem Mutation
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a short rest.

Mystic Curse Mutations[edit]

Conscious Curse[edit]

Prerequisite: 6th lv, Mystic Curse Mutation
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or other such curse. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Intelligence modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Cursed Phantom[edit]

Prerequisite: 6th lv, Mystic Curse Mutation
You curse the very spirit of your hexed victims, binding them to your service. When a creature dies while under the effects of your hex spell, it rises from the grave and takes the form of a Poe. This Poe has a number of temporary hit points equal to your Researcher level. The Poe has its own initiative and takes its own turns. It follows verbal commands from you (And you alone), and its bonuses to attack and damage rolls are replaced with your Intelligence modifier. It remains in your service until your next long rest, at which point it vanishes into the afterlife.

You may only have one summoned Poe at one time, and cannot summon another in the same day.

Pinpoint Jinx[edit]

Prerequisite: 10th lv, Mystic Curse Mutation
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or other such curse. To teleport in this way, you must be able to see the cursed target.

Concious Calamity[edit]

Prerequisite: 10th lv, Great Calamity Occult Subject, Mystic Curse Mutation
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or other such curse. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Intelligence modifier (minimum of 1 damage) + your proficiency bonus.

Stairway to Misfortune[edit]

Prerequisite: 14th lv, Mystic Curse Mutation
A target under the effects of you hex spell must make a Wisdom saving throw at the beginning of each of its turns while under the effects of the hex. The DC equals your spell save DC. On a fail, the target becomes affected by the bestow curse spell for as long as the hex is active.

A remove curse spell removes this effect, but must be used again to remove the hex. A creature cannot be cursed again in this way until combat with the creature has ended.

Darkness's Succor[edit]

Prerequisite: 14th lv, Great Calamity Occult Subject, Mystic Curse Mutation
When a creature under the effects of your hex spell falls to 0 hit points or dies, you gain a number of hit points equal to the creature's CR/Level + your Intelligence. You may also immediately transfer the curse over to the nearest creature within 30 ft that you can see.

Study Field Mutations[edit]

These mutations are gained from your research into your Occult Subject.

Deku Forest Mutations[edit]

Floran Unphasability[edit]

You have advantage on saving throws against being charmed or frightened.

Sylvan Deception[edit]

Prerequisite: 6th lv.
You can turn invisible at will, as an action, a number of times equal to your proficiency bonus.

Flies' Embrace[edit]

Prerequisite: 6th lv.
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Intimidation checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Intelligence modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short rest.

Ghoma's Trap[edit]

Prerequisite: 6th lv.
You can cast web once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Hunter's Armory[edit]

Prerequisite: 6th lv.
You can magically create ammunition out of wood and stone, as long as you are in an environment where those materials are available (As ruled by your DM).

Deku's Shade[edit]

Prerequisite: 6th lv.
You may cast tree shape once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Wild Within[edit]

Prerequisite: 14th lv.
You gain the benefits of the Hunter' Wild Wanderer feature, no matter what environment you are in.

Floran Linguisitcs[edit]

Prerequisite: 14th lv.
You may cast speak with plants as a ritual.

Great Calamity Mutations[edit]

Feed the Calamity[edit]

When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your levels in Occultist. If the alignment of the creature is Good or Lawful, you gain additional hit points equal to your proficiency bonus.

Ganon's Grip[edit]

You may cast ganon's fist once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Calamity's Beam[edit]

Prerequisite: 6th lv.
You may cast withering ray once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Life-Bane[edit]

Prerequisite: 6th lv.
You gain resistance to necrotic damage.

Demon's Touch[edit]

Prerequisite: 14th lv.
You may use vampiric touch once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Fighter's Ferocity[edit]

Prerequisite: 14th lv.
You may attack twice, instead of once, when taking the attack action, as well as being able to attack twice with damaging spells and cantrips that require an action to cast.

Twilight Realm Mutations[edit]

Lupine Shackle[edit]

You may cast conjure spirit wolf once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Old Magic Mind[edit]

You can telepathically speak to 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 your telepathic utterances, but the creature must be able to understand at least one language.

Dusken Escape[edit]

Prerequisite: 6th lv.
You may cast split once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Night's Embrace[edit]

Prerequisite: 6th lv.
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your notes or keeping watch.

Midnight Eyes[edit]

Prerequisite: 6th lv.
You gain darkvision to a range of 120 feet, and can even see in magical darkness as if it was Dim Light.

Otherworld's Grip[edit]

Prerequisite: 14th lv.
You may cast floormaster's grasp once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Sacrosanct Shade[edit]

Prerequisite: 14th lv.
You gain the benefits of the Scion's Transmutation Opposition feature, adding your Intelligence modifier to saving throw instead of your Charisma.

Golden Goddess Mutations[edit]

Holy Fire[edit]

You gain resistance to radiant damage.

Divine Gaze[edit]

You may cast divine favor once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Retribution's Blaze[edit]

Prerequisite: 6th lv.
You may cast branding smite once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Interminable Passion[edit]

Prerequisite: 6th lv.
Where most would die, you can instead spring back to your feet with a burst of radiant energy. When you succeed on at least one death saving throw, you immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. All hostile creatures within 30 feet of you take radiant damage equal to your Occultist level + your Intelligence modifier and are blinded until the end of your turn.

Blind Justice[edit]

Prerequisite: 14th lv.
You may cast blinding smite once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Blessed Curse[edit]

Prerequisite: 14th lv.
You gain the benefits of the Sage's Bless or Bane feature three times before needing a long rest.

Melodies of Hyrule Mutations[edit]

Inspired[edit]

You gain the ability to inspire your allies through song. Using your bonus action and an Insturment you are proficient in, choose one creature other than yourself that you can see and that can hear you. That creature gains 1d6 to add to any attack roll, saving throw or skill check for the next 10 minutes. A creature can only have one of these dice at one time, and you may use this feature a number of times equal to your Intelligence modifier before needing a short rest.

Pop-up musician[edit]

You learn Bardcraft, which is an Occultist spell for you.

Warding Melody[edit]

You may cast radiant song at will.

Expertise[edit]

Prerequisite: 6th lv.
Choose two skills or tools. Your proficiency is doubled for the two you chose.

Wonderbane[edit]

Prerequisite: 6th lv.
As an action and an Insturment you are proficient in, you can begin a performance that disrupts the influence of magical entities around you. Any friendly creatures within 30 ft that can hear this melody have advantage on saving throws against being charmed or frightened. This performance lasts for one minute, and can be voluntarily ended early.

Cursebane[edit]

Prerequisite: 6th lv.
You may cast remove curse once, without expending magic points. You regain the use of this feature when you finish a short or long rest.

Spark of Influence[edit]

Prerequisite: 14th lv, Inspired Mutation
Your Inspired die increases to a d8, and if you roll initiative and have no Inspired dice remaining, you regain one use.

Infalible[edit]

Prerequisite: 14th lv.
You gain the benefits of the Opportunist's Reliable Skills feature. If you have expertise in a skill, any dice roll lower than 5 is treated as a 20.