School of the Occult (5e Subclass)
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School of the Occult[edit]
Wizard Subclass
There are places that even the gods fear to go, for fear of what lurks in the darkness. Some mages, however, are brave enough to dive into the abyss. Many who try have lost their minds, becoming rampaging madmen with broken minds. But, there are few who manage to handle the stress of learning such dangerous secrets. These mages go on to unlock powers that, to most others, are locked behind making deals with dark beings.
- Dark Secrets
When you select this school at 2nd level, you uncover the hidden arcanum of the eldritch beings. You learn the Eldritch Blast cantrip.
In addition, when your Spellcasting feature lets you learn a Wizard spell of 1st level or higher, you can choose the new spell from the Warlock or Wizard spell lists. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Wizard spell for you.
- Maddening Magic
At 2nd level, you can infuse all spells you cast with the dark energies of the arcana you have unearthed. When you cast a spell that deals damage, you can have it deal psychic damage if it does not already.
In addition, when a creature fails its saving throw against a spell you cast with a spell slot, you can use your reaction to make them frightened of you for the duration of the spell. The fear lasts until the end of your next turn if the spell has a duration of instantaneous. You can use this reaction a number of times per long rest equal to your Intelligence modifier.
- Forgotten Gifts
At 6th level, your delve into the dark magics have manifested into certain boons from the recesses of your mind. You gain one of the Pact Boons available to the Warlock.
In addition, you gain two Eldritch Invocations. If the invocation has a level prerequisite, you treat half your Wizard as your Warlock level for those purposes. When you gain a level in this class, you can swap out one invocation you have with another.
- Scarred Mind
At 10th level, your psyche has adjusted to experiencing disturbing information. You have resistance to psychic damage, advantage on Arcana, History, and Investigation checks concerning sinister and other occult topics, and advantage on saving throws to avoid becoming frightened.
- Mind Break
At 14th level, your magic can tear apart the minds of your enemies. When you use the effect of Maddening Magic to frighten a target, you can forgo the fear effect and impose a secondary Wisdom save to potentially apply another effect. On a success, the target does not suffer any additional effect. On a failure, you can instead charm or stun the target for the same duration that the fear would apply.
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