Version: 0.1 The Occultist Various trinkets, materials and objects lie strewn across and old wooden desk. A gnarled hand picks up and then tosses a few more of a strange herb into a slightly boiling pot that then explodes into an acrid black cloud. Goblin hands move deftly around a deceased humanoid corpse, invading every orifice with various utensils. It begins removing pieces and cataloguing them all in a leather bound book with sketches and arcane writing. A few pieces get removed from the corpse, placed in individual vials and containers, then carefully wrapped for later use. An intricate engraved silver orb attached to vibrant white robes swings softly from side to side as the occultist strides forward. A small pouch gets tossed into the orb, which begins emmitting a sweet smelling yellowish mist around the room. The mist begins to expand then, seemingly having a mind of its own, begins to to emit rough tendrils that lash out towards those nearby. Occultists are seekers of arcane and medicinal knowledge, whether that be known or forbidden sources. This knowledge allows them to infuse various potions, elixers and tinctures to affect themselves and those around them with many beneficial, and also harmful conditions. Although not endowed with the arcane gifts they are still able to imitate such spells to an extent through use of rare, special ingredients and arcane practices. Experiments and Rituals The life of an occultist is spent researching the anatomy and functionality of various beings, human and not. It is this research that forms the basis of their understanding regarding the body and how to embolden, or manipulate it at will. Generally outcasts because of their lust for materials and knowledge that is often considered indecent, or a violation of basic societal norms they still occaisionally inhabit larger cities to perfrom various vulgar professions like mortician or grave digger. Within other places and cultures you will hear such words as herbalist, Shaman or witch due to the unknown methods they use to heal amd help those in need. This urge for the unknown also entices occultist's into becoming adventurers as a way of finding ancient tombs, forgotten kowledge and various mysterious ingrediants they might later be able to use. Creating a Occultist When creating an Occultist it is important to think about how they went about attaining the knowedge they have now and the area they focus on. What was your place in society, and what drives you to keep exploring the unknown, fobidden elements of the human body and psyche. Quick Build You can make an Occultist quickly by following these suggestions. First make Intelligence your highest ability score. Your next-highest score should be Dexterity or Strength depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Second choose the Hermit background, or Sage background if you planned on following the pursuit of knowledge. Class Features As a scholar, you gain the following class features. Hit points Hit Dice: 1d8 per Occultist level

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 Armor: Light and Medium Armor

Light and Medium Armor Weapons: Simple weapons, hand crossbows, shortswords

Simple weapons, hand crossbows, shortswords Tools: Herbalism kit, and one other of your choice

Herbalism kit, and one other of your choice Saving Throws: Wisdom, Intelligence

Wisdom, Intelligence Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Persuasion, and Survival.

Version: 0.1 The Occultist Level Proficiency Bonus Features Spells Known Spell Slots Slot Level 1st +2 Choosing a School, Ritualistic Casting 2 1 1st 2nd +2 School Feature, Arcane Aura 2 2 1st 3rd +2 Dark Tinctures (1st) 3 2 2nd 4th +2 Ability Score Improvement 3 2 2nd 5th +3 Weakening Curse 4 2 3rd 6th +3 Second Arcane Aura 4 2 3rd 7th +3 Extra Tincture (2nd) 5 2 4th 8th +3 Ability Score Improvement 5 2 4th 9th +4 Second School Feature 6 2 5th 10th +4 Empowered Arcane Aura 6 3 5th 11th +4 Extra Tincture (3rd) 7 3 5th 12th +4 Ability Score Improvement 7 3 5th 13th +5 Third School Feature 8 3 5th 14th +5 Third Arcane Aura - Overlapping Aura 8 3 5th 15th +5 Extra Tincture (4th) 9 4 5th 16th +5 Ability Score Improvement 9 4 5th 17th +6 - 10 4 5th 18th +6 Extra Tincture (5th) 10 4 5th 19th +6 Ability Score Improvement 11 4 5th 20th +6 Resilient Body and Soul 11 4 5th Equipment You start with the following equipment in addition to the equipment gained by your background. (a) any simple weapon or (b) a light crossbow and 20 bolts

(a) scholar's pack or (b) explorer's pack

Shortsword

a set of leather armor

Herbalism kit, and another set of tools of your choice Alternatively, you may start with 4d4 x 10 gp to buy your own equipment. Spell Casting Your arcane research and the focus of your studies allows you to mimic the effects of certain spells. Spell Slots The Occultist Table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Occultist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slols when you finish a short or long rest. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the Occultist spell list. The Spells Known column of lhe Occultist table shows when you learn more Occultist spells of your choice of last level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Addilionally, when you gain a level in this class, you can choose one of the Occultist spells you know and replace it with another spell from the Occultist spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your Occultist spells, so 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 a 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

Version: 0.1 Spellcasting Focus Vou can use a modified Thurible as a spellcasling focus for your Occultist spells (cost is the same as a arcane focus). School of Learning Each Occultist has a certain school of learning they have focused on while developing their skills and attaining knowledge. The Schools of Learning are Blood, Hand, Sight, Soul, Mind, Undeath. Your choice grants you access to different Auras, Tinctures and Features when you choose it at second level. Arcane Auras The Occultist is considered to complete their experiments with Arcane Auras and the use of the Thurible at Second Level, and knows those listed below as well as any listed in their School of Knowledge. Auras take effect within a 10ft radius around the Occultist - The Thurible containing the essence can also be thrown up to 20 ft while still maintaining the effect withhin. Each aura take one action to complete and emit around the Occultist. They are not some kind of natural "fog" or effect but are seemingly controlled by the Occultist themselves in order to affect whoever they wish. A list of available auras are below with which the Occultist is considered to know, and be prepared for in advance. Extra Auras are available depending on the School of study. Each aura lasts for 1 minute and causes 1d4 Necrotic damage to enemies who finish their turn within the auras effects. Once you have activated an Arcane aura you need to complete a short or Long rest in order to recharge the effect. Strengthend Strike Each melee or ranged attack of friendly targets within the aura gains extra damage per strike equal to you Intelligence modifier. Invigorating Aura While in the auras effect any friendly targets gains a bonus to Strength and Constitution Saving Throws equal to you Intelligence Modifier. Fortified Defence Friendly targets as well as yourself seem to be more resistant to damage. You can deduct your Intelligence Modifier from each attack to those within the auras effect. Mind Numbing Aura This aura affects the mental focus of all enemy targets within. To cast a spell while within the field the Caster must first beat your spell save DC. This effect persists as long as they are within the area of effect Alter Agility Friendly targets within the aura have their movement speed increased by 15ft and are able to add your Intelligence Modifier onto Dexterity Saving Throws. Outline Aura The aura creates a much stickier and well formed fog that shadows itself around enemy figures and obscures allies. Any enemy that is invisible within the aura can be clearly seen. Allies within the aura are able to hide while only lightly obscure, or behind another figure. Sanctuary Smoke The aura creates an arcane barrier on each ally that wards them against attack much like the Sanctuary Spell. Any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target, not affected by the ward, or lose the attack or spell. On a Successful Saving throw the arcane barrier ends on that person, the effect ends on an individual if they make an attack or cast a spell that affects an enemy creature. At 6th Level you are able to create a second Aura per short rest. At 14th Level You are able to create a Third Aura per short rest. Additional you are able overlap the effects of Arcane Auras to a maximumum of 2, however this still takes an action per aura to activate. Dark Tinctures Dark Tinctures are considered part of the occultists various morally questionable experiments. Techniques and ingredients that equal to something that is able to bolster the body and mind of those imbiding beyond the bodies normal limits but, at a price. Each Tincture lasts for an amount of rounds equal to your Intelligence Modifier, unless otherwise stated. You are able to create a variety of tinctures during the period of your long rest. The Amount of tinctures you can create per day is listed in the chart below. No person can consume the same Dark Tincture within a 24 hour period.The negative effects of Dark Tinctures cannot be healed by any means until the effect ends. Craftable Dark Tinctures Occultist Level Amount Craftable 3rd 1 7th 2 11th 3 15th 4 18th 5 Enhanced Awareness Once imbibed you cannot be ambushed and have advanatge on perception checks and a +5 on intiative rolls for an amount of hours equal to your Intelligence Modifier. Once the Tincture has finished its effects the inbiber takes one level of exhaustion until they complete a short or long rest. Hardening Brew Once imbibed you gain temporary Hit points equal to one third of your total Health. You also gain temporay health each round, equal to the Intelligence Modifier of the creator. Once the Effect ends a certain amount of life force is depleted from your body, you are Stunned and have disadvanatge on Constitution Saving Throws for one turn.

Version: 0.1 Strengthened Soul Once Imbibed you are infused with power and strength. Your strength is considered to be 25, you have advanatage on Strength Saving throws and you enlarge one extra size. Once the Effect ends you have disadantage on all ability saves for one round while yuor body size, and dimensions of various parts fluctuate. Reactive Skin Once imbided your skin begins to change colour and react to your surroundings. For One Minute you are considered to have advanatge on stealth and are able to hide when only lightly obsured by natural environments and phenomenom. Once the effect ends, for one round any attack on you has advantage as the skin begins to negatively react and constantly shift and change colours making you easier to see and hit. You have disadvanatge to stealth while this effect occurs as well. Arcane Energy Once Imbibed your magical energy is bolstered for a time. For all Spell Attacks and Saving throws you are able to double your proficiency Bonus. You also gain a first level spell slot per round which can be reserved to add up to a higher level spell slot. Once the effect has finished you are considered stunned for one round and roll once on the Wild Magic Table Winged Adaptation Once imbided you sprout leathery wings from your back and now have a flight speed equal to your base movement. Once the effect ends the wings rescind and your speed is halved for one round. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th leveI, 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. Weakenign Curse At 5th Level You have learned a technique for empowering your blows and weakening the enemies you hit to cause further damage. This involves enchanting and oiling your blade during a short or long rest. The amount of uses this attack has is equal to you proficiency modifier. Your attacks now cause 1d6 necrotic damage that continues for the amount of rounds equal to your Intelligenc modifier. The bleeding damage does not stack and is unable to be applied to the same target while it is already under this effect. Enhanced Aura At 10th Level you have been able to enhance the auras effects giving it an extra d4 of necrotic damage, to a total of 2d4. You also know how to change the damage type of the aura to either Poison or Fire. You must confirm the damage type when activating an aura. Resilient Body and Soul At 20th level through constant use of your Dark Tinctures and altering of your bodies chemistry and physicality you no longer suffer the negative effects of your tinctures. Schools of Learning Your school of learning denotes your area of expertise. The part of the human body that you have focused on above all others when experimenting and attaining knowledge. Your choice might relate to an event that set you on your path, a failure of your own body you are attempting to fix, or a speciifc set of tools you have refined over time. School of Blood A study of the bodies circulatory and immune system, and other aspects of how a body natural functions. This school is focused on ways improving the bodies functionality or even ways of weaponising itself against those that would cause them harm. Alchemical Studies During a long rest you are able to bolster the effect of any single healing potion. The Improved potion has an extra d4 of Healing. You Are also able to use your own life force to help heal those around you. During a short or Long rest you mmay giuve one of your Hit dice to an ally to spend. Arcane Aura: Healing Mist When you gain the Arcane Aura Feature you also gain this additional aura. You emit a healing mist around you that heals for 1d4 each round. Any sort of Magical aura, spell, or effect that may limit or block magical healing has no effect on this aura. The effect is unable to arouse, or heal someone that is unconscious. Dark tincture: Boiling Blood When you gain the Dark Tincture Feature you also gain access to this extra Tincture. Your blood Boils like Acid and causes 2d6 acid damage whenever a person causes a melee hit. After the effect ends you are considered poisoned for one round. Hardened Health At 9th level your experiements have emboldened your physical form to create a larger, more imposing physique and one more hardy as well. Instead of a D8 Hit Dice you know have a D10. The changes are retroactive in terms of health gain. Green Blood At 13th Level your experiements with improving your circulatory system make you immune to poison and acid damage, and also non magical diseases. You also have resistance to Magical Diseases and gain advatage when resisting their effects.

Version: 0.1 School of the Hand The school of the Hand primarily focuses on learning about the bodies way of moving and acting, and ways of enhancing these abilities or even affecting those around you. It is a study of muscles and cartilidge, Bones and the various ways the body is constructed and moves. Nimble Fingers At seond level your study of the hand and various exercises have improved your actions. You gain proficiency with the Sleight of Hand skill. If you already have proficiency you can double the proficiency bonus to checks. You can also use a bonus action to Plant or Conceal an obect, or pickpocket an individual. Arcane Aura: Reactionary Haze When you gain the Arcane Aura Feature you also gain this additional aura. Enemies within the area have their alertness and physical abilities slightly dulled. They are unable to take reactions and their movement speed is halved. Dark Tincture: Red Rage When you gain the Dark Tincture Feature you also gain access to this extra Tincture. You enhance the bodies speed, strength and agility for a time and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Their movement is also doubled for the duration. Once the effect ends you suffer three stages of exhaustion for one round. Accomplished Artisan At 9th level you gain an extra tool Proficiency of your choice. You can also pick a single tool to improve your ability with. Your proficiency bonus is now doubled for any ability check you make that uses the specified tool. Hastened Movement at 13th level you have perfected a certain stimulent that you have now imbided that has quickened and improved your physical abilities. You now have an extra attack and are able to dash and disengage as a bonus action School of Sight The study of the eyes, the senses and methods of percieving the world around. Through experimentation and testing you have devised certain means of both shielding yourself from the eyes of others while also seeing the world more clearly. Illusory Annoyance At 2nd level you are able to use your reaction to distract a creature attacking you, or another that is within 10ft with various dancing lights and effects. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. Arcane Aura: Deep Mist When you gain the Arcane Aura Feature you also gain access to this additional aura. The aura creates a dark mist that encompasses the area and blinds all enemies within the aura. Enemies within must make an Intelligence Saving throw or be Blinded by this effect. While those attacking from melee are able to attack the person normally, those attacking an affected target from range are at a disadvanatge. Dark Tincture: Enhanced Eyesight When you gain the Dark Tincture Feature you also gain access to this extra Tincture. Once imbibed the drinkers sight is improved and sharpened for a time. They are considered to have truesight to their normal sight range and advantage on perception checks. Once the effect is finished the drinker is blinded for one round. Enchanted Eye At 9th level you are able to craft a living eye in suspended animation that you are able to see through at will. They eye has no maximum distance but ceases to function when in a different plane than you. You can only craft one active eye at a time, if destroyed you are able to craft another over the period of a day, if you have the available material (1 eye of a body less than 1 week old). Third Eye At 13th level your experiements with sight and your own personal adaptations have allowed you to see through magical darkness. It also allows you to see any incoporal or invisible creatures, or those within the astral plane. This effect can be activated through your own, or the Enchanted Eye School of Soul The school of the Soul is a rather hard one to explain at first as it involves delving deep into the very essence of one's being. A method of study that at times involves physical exploration, also contains certain philosophical and Religious areas of research. Divine Sense Starting at 2nd level you have crafted an obect that acts as a conduit to sense Celestial, Fiends and Undead. If you are within 60ft of any such creature you can feel a slight pull in that direction. While you can discern type, the specifics of the creature are unknown. You also cannot discern exact distance. Arcane Aura: Clear Mind When you gain the Arcane Aura Feature you also gain access to this additional aura. The aura awakens the minds of allies within its space making them resistant to charm, mind altering, and control like effects. They are able to add an amount equal to your Intelligence Modifier to any saving throw.

Version: 0.1 Dark Tincture: Enchanted Aura When you gain the Dark Tincture Feature you also gain access to this extra Tincture. Once imbibed you are considered resitant to all forms of magical damage, except those of slashing, piercing and bludgeoning. After the effect ends you are considered Petrified for one round. Spell Negation At 9th level you have created certain arcane wards around, and within your body that allow you to negate magical effects. Once per short or Long rest you are able to completely negate a spell attack that has targeted you specifically. This cannot be used for various area of effect spells. Soul Travel At 13th level you have learned to manipulate your very soul and essence to travel at will by teleporting to a space you can see within your normal range of movement. If you haven't moved during your turn you can also use this movement as a reaction to move away from an enemy or avoid an attack. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. SChool Of Mind The School of the Mind looks at how the brain itself functions and processes imformation from the world around it. This process involves delving deep into areas of the brain in order to manipulate the minds of others, and bolster your own ability. Insightful Gaze Starting at second level you have gained an unnatural knack for finguring out people from a glance. You gain proficiency in the Insight skill. If you already have proficiency you can double the proficiency bonus to checks. You are also able to quickly react to the actions of others because of this insight. The first person to attack you during a combat encounter has disadvantage, as long as you can see them. Arcane Aura: Aura of Fear When you Gain the Arcane Aura Feature you also gain access to this additional aura. The aura invokes a sense of fear for those trying to enter. Enemies attempting to enter must make a Wisdom save in order to enter the space of the aura. Once inside the area of effect no more saves are needed. Dark Tincture: Sharp Focus When you gain the Dark Tincture Feature you also gain access to this extra Tincture. Once Imbibed you are immune to charm, confusion, hold person, dominate, and mind alering effects that attempt to control or keep you from acting. Once the effect ends you are considered stunned for one round. Resistance to Mind Altering effects Starting at 9th level, through research and experimentation you are now considered to be resistant to mind altering effects. You now gain advantage when resisting effects like Charm, Sleep, Confusion, and other mind altering effects. Reactive Language Starting at 13th Level you are able to understand all languages after a time trying to decipher them. You must spend 10 minutes listening to, or reading the language and will then understand it and be able to speak, read and write it - you can only have one language learnt through this fashion at a time. School of Undeath This school is focused on understanding the process of death and ways of avoiding, mimicing, or learning from various aspects of the undead form. You search through the dead, and experient with various aspects of their form. Unnatural Life Starting at second level, on each of your turns you gain temporary hit points equal to your Intelligence Modifier. The effect doesn't carry over from one round to the next and goes to its maximum each round. Arcane Aura: Dirupt Undead When you gain the Arcane Aura Feature you also gain access to this additional aura. The aura interfers with the various elements that enchant, and manipulate Undead creatures. Any undead within the aura must make a Wisom Saving throw, the DC equal to your Occultist spell save DC. On a failed saving throw any undead in the area are stunned. Each creature can retry the saving throw at the end of each their turns. On a success they are immune to the effects of this aura for 24 hours. Dark Tincture: Arousing Ooze When you gain the Dark Tincture Feature you also gain access to this extra Tincture. When the imbiber is taken to 0 health and/ or rendered unconcious the effect activates and heals an amount equal to a Cure wounds spell at 2nd level. The affected has disadvantage on death saves after the effect has taken hold until they finish a short or Long Rest. Death Warding Starting at 9th Level you have ward yourself wth trinkets and stimulents against the effects of death and being unconcious. When you are brought to 0 health you immediately arise on 1 health. This effect resets after a Long Rest. Living Dead Starting at 13th level you have epxerimented, and manipulated you body and essence enough that your body is no longer considered to be alive; although the various organs and internal systems still function as normal. You no longer need to eat or drink. You are no longer affected by extreme changes in heat and Cold. You also no longer need to sleep although must still complete a long rest as required to avoid exhaustion. During this time you are able to spend it engaged in light activity.