Dragon's Maw

The Occultist

The Occultist


The Occultist is a class that subsumes the function of two other classes, cleric and magic-user, and adds additional magical abilities on top. It, much like the bard, is a powerful class that very well may not be allowed by your Dungeon Master.

Occultists have engaged in a pact with an extra planar being, separate from a deity but typically a servant of their patron god. The typical price of this pact is the occultist's soul, having pledged themselves to become an outsider servant of their patron deity upon their demise; nothing short of a wish can bring an occultist back from the dead. In return, the occultist is given powerful magical abilities beyond what their divine or arcane peers can achieve.

An occultist must be a half-elf or human, and must remain an alignment compatible with their patron. They require a minimum intelligence and wisdom of 15, a strength and charisma no less than 12, and a 10 in constitution.

Occultists begin play as clerics, and they must remain exclusively clerics until they've achieved at least the 5th level of experience. Anytime thereafter, and prior to attaining the 9th level, they must change their class to that of magic-users. Again, sometime between the 5th and 10th level of ability, they must change their class again to that of occultist.

Should an occultist ever abandon their plans to become one, or somehow become ineligible, they must then select either cleric, magic-user, or cleric/magic-user as their class going forward. The latter option is only available to half-elves or humans that meet the standard dual-class score requirements. If a single class is selected, all accumulated XP for the other is lost.

An occultist always engages in combat at the level they attained as a cleric, and is able to ignore the normal restriction on edged/pointed weapons once their class changes to magic-user. Saving throws are made on the most favorable table, with the actual occultist level considered as that of a cleric; this applies to the turn undead ability as well. Occultists also retain their ability to cast spells as both clerics and magic-users, much as a cleric/magic-user multiclass, and are able to use magic items which are permitted to either class.

An occultist cannot settle and build a stronghold until they reach the 12th level of experience. The nature of the stronghold can be that of either cleric or magic-user.


Armor & Weapons Permitted


Occultists Table I.

Experience Points Experience Level 6-Sided HD Level Title
0-5,000 1 0* Seeker
5,001-10,000 2 1 Necrolyte
10,001-20,000 3 2 Witch
20,001-40,000 4 3 Psychopomp
40,001-80,000 5 4 Syncretist
80,001-150,000 6 5 Enigma
150,001-300,000 7 6 Yeatsmeister
300,001-450,000 8 7 Hyperborean
450,001-600,000 9 8 Mystagogue
600,001-750,000 10 9 Trimurti
750,001-900,000 11 10 Occultist
900,001-1,100,000 12 11 Master Occultist
1,100,001-1,300,000 13 11+1 M. Occultist 13th
1,300,001+ 14 11+2 M. Occultist 14th

* 6-Sided HD starts at 0 to indicate that the occultist keeps their previously-earned HD as a cleric (and potentially as a magic-user if that class level exceeds the cleric class level). All occultist HD and HP are additions to existing ones.

200,000 experience points per level for each additional level beyond the 14th

Occultists gain 1 HP per level after the 12th


Abilities & Spells Usable by Class & Level - Occultists

Occultist Level 1st 2nd 3rd 4th Ability
1 1 A
2 2
3 2 B
4 3
5 3
6 3 1 C
7 3 1
8 3 2
9 3 2
10 3 3 D
11 3 3 1
12 3 3 2
13 3 3 2
14 3 3 3
15 3 3 3
16 3 3 3 1 E
17 3 3 3 1
18 3 3 3 2
19 3 3 3 2
20 3 3 3 3

Description of Special Abilities

A. Eldritch Blast

Eldritch Blast (Evocation)

Eldritch Blast Damage

Occultist Level EB Damage
1 1d4+1
2 1d4+1
3 1d6+1
4 1d6+1
5 2d4
6 2d4
7 2d4+1
8 2d4+1
9 2d6
10 2d6
11 2d6+1
12 2d6+1
13 3d4+1
14 3d4+1
15 3d6
16 3d6
17 3d6+1
18 3d6+1
19 5d4
20 5d4

Invocations

Invocations act as spells for an occultist, serving to modify the Eldritch Blast ability in various ways. Occultists begin with but a single 1st level invocation, and can only learn one of each spell level, which happens as the occultist attains the ability to use spells of that level. Unless otherwise stated, invocation effects are in addition to the normal Eldritch Blast effects (e.g. to-hit and damage rolls are still performed). Any saving throws indicated by an invocation are made at a -1 penalty per three occultist levels.

Short of a wish or patron intervention, invocations cannot be changed nor can the occultist learn additional invocations beyond those granted by the class.

B. Detect Magic

Beginning at 3rd level, an occultist is able to make out the innate magical energies of objects and creatures. Once per day, they may detect magic (as the cleric spell) for a number of turns equal to their level.

C. Eldritch Recovery

Beginning at 6th level, the occultist may, once per day, spend a round to remove damage from themselves at a rate of 1 hit point per level.

D. Outsider Resilience

Beginning at 10th level, the occultist gains a resistance to non-silvered weapons, halving incoming damage from them. Monster attacks made with natural weapons (claws, bite, etc.) ignores this.

E. Imbue Item

Beginning at 16th level, the occultist may petition their patron to assist in the creation of magic items as a magic-user would. All related costs and time needed are doubled, and the occultist must provide the spell being used, though they may sacrifice an appropriate scroll for this. Once enchanted, the patron provides the use of permanency to complete the item.


Invocations By Level

1st Level

Eldritch Smite

Slumber of Ages

Nauseating Blast

Lance of Lethargy


2nd Level

Eldritch Spear

Repelling Blast

Brimstone Blast

Rime Blast


3rd Level

Eldritch Chain

Blinding Blast

Terrorizing Blast

Penetrating Blast


4th Level

Eldritch Ball

Sudden Swarm

Baneful Blast

Deteriorating Blast

#adnd #homebrew #ttrpg