Occultist

Occultist A dark figure stands on the precipice with a small demonic creature hunched on the man's shoulder as he waves his hand through the air as corrupted flame erupts before him igniting the air. Shadows weave and bend to the will of a young elven woman as her forearm twists and convulses into a savagely clawed paw that claws through an attacking goblin. An elderly human sifts through ancient tomes following the outlined ritual calling forth the projected form of his lich master informing of the undead mage of a success. Occultists are the beings driven by near fully by their own desperate quest for knowledge that lies hidden in the deepest places of the planes. They reach heightened power over conventional mortals by seeking out beings of dark might, offering their temporary service in exchange for a boon of knowledge. They draw upon the vile secrets of anyone being willing to gift them upon the occultist. An Occultist is defined by the beings it has learned from, many priding themselves as the prodigies of many great and powerful mages, fiends or even gods. The relationship between an Occultist and their many tutor’s area important to be defined, they have a laxer and less subservient relationship than a Warlock does to their patron. There is no worship of the tutors like a cleric would, there is usually a healthy respect in place. Often the established deal with a tutor is a period of study beneath the tutor in exchange for several small tasks or a single large task, this is the general rule although some occultists subvert this trend and exchange dark lore for coin or payment in some other form. More often than not an occultist dives deeply into dark and forbidden magical lore in search of power, secrets and knowledge. So, they tend to be drawn towards tutors that would possess such hidden lore often taking the form of Liches, Devils or Demons. However, this is far from always being the case as many occultists have had their thirst for knowledge quenched under the tutelage of Celestial beings. Creating an Occultist When creating an occultist character, spend time considering what type of being your first tutor would be. Did you reach out to your tutor, or did they reach out to you? Why did your character choose to forge a deal with them? What does that being want in return? What set your character onto researching forbidden lore as opposed to conventional learning? The deal with your tutor will eventually come due and may result in adventure or cost for your character and their allies. What is the relationship that you have with your tutor? Is it mutually beneficial or a one-sided deal? How does your tutor treat you, as a valued ally or a pest? Do you know your tutor well, or do you have no reference for who or what your tutor is? Quick Build You can make an occultist by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background. Class Features As an Occultist, you gain the following class features Hit Points Hit Dice: 1d6 per Occultist level

1d6 per Occultist level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Occultist level after 1st Proficiencies Armor: None

None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Daggers, darts, slings, quarterstaffs, light crossbows Tools: None

None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a dagger

(a) a component pouch or (b) an arcane focus

(a) a scholar's pack or (b) an explorer's pack Spellcasting Cantrips At 1st level, you know three cantrips of your choice from the Occultist spell list. You learn additional Occultist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist table. Spell Slots The Occultist table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. Spells Learned of 1st Level and Higher You learn a number of 1st-level Spells of your choice from the Occultist spell list equal to your Occultist level + your Intelligence modifier. You learn an additional Occultist spell of your choice at each level and whenever your Intelligence modifier increases. You should always know a number of spells equal to your Occultist level + your Intelligence modifier. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, 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.

The Occultist Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Secrets Discovered 1st +2 First Tutor, Spellcasting 3 2 — — — — — — — — — 2nd +2 Dark Secrets 3 3 — — — — — — — — 2 3rd +2 Ebon Covenant 3 4 2 — — — — — — — 2 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 2 5th +3 — 4 4 3 2 — — — — — — 3 6th +3 Second Tutor 4 4 3 3 — — — — — — 3 7th +3 Dark Secrets Improvement 4 4 3 3 1 — — — — — 4 8th +3 Ability Score Improvement 4 4 3 3 2 — — — — — 4 9th +4 — 4 4 3 3 3 1 — — — — 5 10th +4 Third Tutor 5 4 3 3 3 2 — — — — 5 11th +4 Dark Secrets Improvement 5 4 3 3 3 2 1 — — — 6 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 6 13th +5 — 5 4 3 3 3 2 1 1 — — 7 14th +5 Forth Tutor 5 4 3 3 3 2 1 1 — — 7 15th +5 — 5 4 3 3 3 2 1 1 1 — 8 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 8 17th +6 Dark Secrets Improvement 5 4 3 3 3 2 1 1 1 1 9 18th +6 Final Tutor 5 4 3 3 3 3 1 1 1 1 9 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 10 20th +6 Master of Black Magic 5 4 3 3 3 3 2 2 1 1 10 Spellcasting Ability Intelligence is your spellcasting ability for your Occultist spells. You use your Intelligence whenever an Occultist spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for an 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. Ritual Casting You can cast any Occultist spell you have learned as a ritual if that spell has the ritual tag. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your Occultist spells. First Tutor At 1st level, you forge a binding contract with a powerful being that has access to occult and dark magic. You exchange your temporary service for a gift of arcane knowledge. You can choose one of the following features of your choice. Boon of the Darkness You learn to adapt the powers of the dark to your advantage. You have Darkvision with a range of 120 feet. Additionally, when you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest. Boon of the Flame You have learned to enhance your fire spells with dark magic. Whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 15 feet of you to take fire damage equal to half your Occultist level rounded down (minimum of 1).

Boon of the Sleet You have learned to freeze and slow your enemies through the use of your spells. When you deal cold damage with a spell of 1st level or higher, creatures struck have all their speeds are reduced by 15ft. Boon of the Soulless You have learned to siphon the essence of your slain foes to bolster your own being. When you reduce a hostile creature to 0 hit points, you absorb a portion of its soul and gain temporary hit points equal to your Intelligence modifier + your Occultist level (minimum of 1). Boon of the Stormlords You have learned to embrace the chaotic and destructive power of nature in the form of lightning. Immediately after you cast a spell of 1st level or higher that deals lightning damage, you become charged with electricity for 1 minute. When you take damage from a melee attack, you can expend your reaction and end this effect on yourself to deal lightning damage to the attacker equal to your Occultist level. Boon of the Scaled You have learned to twist and morph your own body to survive more deadly attacks. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a layer of rugged and durable scales. When you aren't wearing armour, you can use Intelligence instead of Dexterity to determine your armour class. Boon of the Weave-Shifter You have learned to twist and subvert the weave in the arcane chaos caused after casting a spell. Immediately after you cast a spell of 1st level or higher, you may teleport to an unoccupied space you can see within 15 feet. Dark Secrets In your continued study of the ancient dark arts you have discovered fragments of secret and forbidden knowledge which you can now employ for your benefit. At 2nd level, you learn two Dark Secrets of your choice. Your secrets options are detailed at the end of the class description. When you gain certain Occultist levels, you learn secrets of your choice, as shown in the Secrets Discovered column of the Occultist table.

You can choose one of your learned secrets when you finish a long rest. You gain the effects of that secret until you choose a different one with this feature. You gain the benefits of two secrets at 5th level, three secrets at 10th level, and four secrets at 15th level. Ebon Covenant At 3rd level, your research into the dark arts have reached a point at which you can employ new forbidden magic. You have discovered how to conjure and empowered familiar by using a portion of your own soul into it. Your familiar does not die if you do and can be used in place of your body for the purpose of resurrection spells. 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: Service of the Fey Your empowered familiar takes the form of a young Faerie Dragon. Service of the Hells Your empowered familiar takes the form of an Imp. Service of the Abyss Your empowered familiar takes the form of a Quasit. Service of the Arcane Your empowered familiar takes the form of a Pseudodragon. Service of the Eye Your empowered familiar takes the form of a Gazer. Ability Score Improvement 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. Second Tutor At 6th level, you continue to further your knowledge of the dark side of the arcane arts by forging another contract. You are not required to forge your contract with the same being as your first Tutor. You can choose one of the following features of your choice. Blessing of the Frostbite You have learned to expel frigid air that you syphon from your spellcasting to freeze the ground around you. Whenever you start casting a spell of 1st level or higher that deals cold damage, you freeze the ground around you. The ground in a 10 foot radius around you is turned to ice and is considered difficult terrain for creatures other than you. This effect lasts for 1 minute before the ice melts. Any non-magical fire in the spaces that are turned to ice by this effect is immediately extinguished. Additionally, you gain resistance to cold damage Blessing of the Hellfire You have been granted the knowledge to infuse your spells with diabolic hellfire rending them vulnerable to further damage. When you deal fire damage to a creature they are rendered Scorched until the end of your next turn. When a Scorched creature takes damage your can use your reaction to ignite the latent fire, causing the triggering attack to deal bonus fire damage equal to twice your Intelligence modifier. Additionally, you gain resistance to fire damage.

Blessing of the Lifeless You have been granted enhanced control of your bodily functions and lifeforce. You can hold your breath indefinitely and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and gain the benefit from finishing short and long rests. In addition, you are immune to disease, gain resistance to poison damage, and have advantage on saving throws against being poisoned. Blessing of the Living Lightning You have drawn the power of the storms in your body, lightning runs through your veins and thunder quakes in your bones. Your movement speed increases by 10 feet and gain proficiency in Dexterity saving throws. Additionally, you gain resistance to lightning and thunder damage. Blessing of the Power Rune You have learned to conjure a temporary space that empowers your spellcasting. As a bonus action, you conjure a 10 foot radius arcane rune on the ground where you are standing. This rune lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). While standing within the rune you gain a bonus to your spell attack rolls, spell save DC and concentration checks equal to half your Proficiency bonus rounded up. Additionally, while standing in the rune you can add your Intelligence modifier to the damage roll of any Evocation spell that you cast. Once you use this trait, you can't use it again until you finish a long rest. Blessing of the Shadow You have been granted the knowledge to infuse your spell with the power of the dark and shadow. You gain resistance to necrotic damage. While in dim light or darkness you may use your Intelligence modifier in place of your Dexterity modifier for Stealth checks. Additionally, when you cast a spell that deals necrotic damage, add your Intelligence modifier to that damage. Blessing of Jagged Claw You have learned to further warp and twist your own physicality for your benefit. You can use your action to create a mutated claw from your dominant hand. You can choose the form that this melee claw takes each time you create it. You are proficient with the claw. The claw has the finesse property and deals 1d8 slashing damage on a hit. You gain a bonus to attack and damage rolls with the claw equal to half your proficiency bonus, rounded down. This claw counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Third Tutor At 10th level, you delve deeper into your studies making bargains with far more eccentric and dark beings. You can choose one of the following features of your choice. Gift of the Infernals You have learnt to conjure fire that sears through the most potent of wards. You treat fire immunity as resistance.

Gift of the Void Your heart is blackened and pulses with dark magic allowing you to slip into the shadow with ease. You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 90 feet to an unoccupied space you can see that is also in dim light or darkness. Gift of the Fearless You have learned to still your mind and quell your emotions. You gain advantage on death saving throws, and gain immunity to the Charmed and Frightened conditions. Gift of the Glacier Tomb You have learned to temporarily disable targets by sealing them in a tomb of ice. As a reaction to being the target of an attack you can see, the attacker must make a Strength saving throw or be Incapacitated until the end of your next turn. While Incapacitated in this way they are immune to all damage. 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. Gift of the Split Mind You have been blessed to have your mind split into two separate entities that can track separate problems. While concentrating on a spell you can cast and retain concentration on a second spell until the end of your next turn. At the end of your next turn you choose which of the two spells to stop maintaining concentration on. You must make concentration checks for each spell individually. Additionally, you cannot gain advantage on your concentration checks as by the War Caster feat whilst concentrating on two spells. Gift of the Thunder You have learned to harness the quaking power of thunder to strike down your foes and can cause the violent energy of your spells to rupture the ground. When you cast a spell that deals lightning or thunder damage across an area you can cause the area that you spell effects to become difficult terrain to all other creatures until the start of your next turn. When a creature enters this terrain for the first time on a turn or ends its turn there it takes 2d8 lightning damage. 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. Gift of Twisted Speed You have learned to twist the flesh of your body to be adapted for more effective travel across any terrains. Your movement speed increases by 10 feet and gain a swim and climb speed equal to your movement speed. Additionally, you can use your Bonus Action to take the Dash action. You do not provoke attacks of opportunity from creatures you have dealt damage to this turn. When you take the Dash action on your turn, the next creature you hit with a melee attack this turn must make a Strength saving throw or be knocked prone. Fourth Tutor At 14th level, you have exceeded many teachers on the material plane and must journey deeper into the realms beyond for the knowledge that you seek in the form of another contract. You can choose one of the following features of your choice.

Binding of Dark Lightning You have learned to corrupt the lightning you conjure into a void of piercing energy. When you cast an Occultist spell of 1st through 5th Level that deals lightning damage, you can choose to empower the spell to deal a bonus 2d8 lightning damage per spell level. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a Long Rest, the necrotic damage per Spell Level increases by 1d12. This damage ignores Resistance and immunity. Binding of Displacement You have learned from the monstrosities of the world and chosen to adapt them into your own body. You project an Illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the feature ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move. While the illusion persists and you are hit with an attack you can see you can expend your reaction, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. Binding of the Fel Fire Your flaming magic is infused with the chaotic energies of fel magic. When you cast a spell that deals fire damage, you can expend your bonus action to force all creatures damaged by the spell to make a Strength saving throw, being knocked prone on a failure. Binding of Ice You have mastered the power of ice. You learn the Investiture of Ice spell, it does not count against your number of spells learned. You can cast Investiture of Ice without expending a spell slot. When you do so, the spell does not require concentration. Once you cast Investiture of Ice in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot. Binding of the Summoner You have learned to twist open the space between realms to summon more powerful creatures. Any creature that you summon or create with a Conjuration spell gain temporary hit points equal to double your Occultist level. Binding of the Netherward You have learned to wreath yourself in a thin veil of antimagic for your own protection. You and your familiar have advantage on saving throws against spells. Additionally, you and your familiar have resistance against the damage of spells. Binding of the Nether Portal You have learned to bypass the walls of the realms through hidden passageways. You learn the Plane Shift spell doesn't count against your number of Occultist spells known. When you learn Plane Shift by this feature you can choose three planes of your choice, you can now travel to those planes without requiring material components for those planes.

Final Tutor At 18th level, you have stepped beyond the limitations of conventional teaching and found a path to power that others dare not tread by forging your final contract. You can choose one of the following features of your choice. Pact of Arcane Ablation You have learned to super charge your spells with excess arcane energy stored within you. You can store a maximum number of Arcane Charges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of Arcane Charges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one Arcane Charge, as you steal magic from the spell you foiled. If you end a short or long rest with no power surges, you gain one power surge. Once per turn when you deal damage with an Occultist spell, you can spend one Arcane damage to deal bonus damage to a single target of the spell. If the spell deals multiple damage types, you choose which damage type increases. The extra damage equals your Occultist level. Pact of Entropy You have learned to harness the natural chaos of reality and wield it as a deadly weapon. As an action on your turn you channel the latent chaos of the world around you into a twisted transformation. The new transformation can be any kind you choose whose Challenge rating is equal to or less than your Occultist level. Your game Statistics, including mental Ability Scores, are replaced by the Statistics of the new form. You retain your Alignment and personality. Once you use this trait, you can't use it again until you finish a long rest. Pact of Leeching You have unlocked the secrets of mortal essence and can now siphon it to heal and defend yourself. When you deal necrotic damage to a target you can choose to regain hits points equal to half the necrotic damage dealt to the target. Pact of Soulfire You have unlocked the final secret to produce the most infernally potent flame mortal hands can conjure. When you cast a spell that deals fire damage, you can expend one or more hit die to deal bonus fire damage, in addition to the spell damage. The extra damage is 2d8 for a 1 hit die, plus 1d8 for each spell-level higher than 1st, to a maximum of 6d8 for a single-target spell. The extra damage is 2d4 for a 1 hit die, plus 1d4 for each spell-level higher than 1st, to a maximum of 5d4 for a single-target spell. Your maximum hit points are reduced an amount equal to the bonus fire damage equal to the bonus fire damage. The reduction lasts until you complete a long rest. Pact of Supremacy You have learned to harness the most corrupt and despicable powers across the planes for your own ends. As an action on your turn you may flourish a spectral pair of jet-black feathered wings that crackle with dark energy, all creatures within 60 feet of you that can see you must each succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage with an attack or a spell. The extra necrotic damage equals your Occultist level. Once you use this trait, you can't use it again until you finish a long rest. Pact of Ungrounded You have been though the inner magic that forges the crackling power within your veins and have mastered it beyond the ability of most other mortals. You also gain a magical flying speed of 60 feet and do not provoke attacks of opportunity from non-flying creatures while flying. Additionally, when you cast a spell that deals lightning or thunder damage while flying, add your Intelligence modifier to that damage. Pact of Winter You have learned to expel a localised ice storm to harry and debilitate your foes. As an action, you can exude an Aura of Winter in a 30ft radius around you. Creatures that begin their turn in your aura must make a Constitution saving throw. A creature takes 6d6 cold damage on a failed save, or half as much on a successful one. A creature that fails it save against this effect has its speed halved until the start of your next turn. This aura lasts for 1 minute. This feature automatically ends if you fall unconscious, drop to 0 hit points, or die. Once you use this feature, you can't use it again until you finish a short or long rest. Master of the Black Arts At 20th level, you have mastered the powers of the arcane and dark arts and you now stand in a position to learn beyond what is already established and make discoveries of your own. You can choose one of the following features of your choice.

Ascension of All-Knowing You have discovered a way to find more knowledge and see past the veil of reality. As an action, your eyes take on a vivid glow for 10 minutes as you count as being under the effects of Comprehend Languages, Detect Magic, Detect Thoughts, Tongues, True Seeing, and can cast Identify and activate Detect Thoughts as free actions. None of these effects require concentration. For the duration you have advantage on all Intelligence checks to attempt to learn or recall information, if you do not know that information, you immediately learn where or whom you can obtain it from. Once you use this trait, you can't use it again until you finish a long rest. Ascension of the Arcane Power You have discovered a way to fully embrace the powers within the weave in such a way as to temporarily become an embodiment of raw arcane power. As an action, you absorb the local power of the weave around you to empower your own magic and dampen the magic of others. For 1 minute, you glow with vivid light and emanate bright light for 30 feet, and dim light for 30 feet beyond that. Out to a range of 15 feet centred on you, magical items and spell cast in the area that are not your own fail to function. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose a number of targets of the spell, up to your Intelligence modifier, to make their first saving throw against the spell with disadvantage. Once you use this trait, you can't use it again until you finish a long rest. Ascension of the Blizzard You have discovered how to push the limits of cold and banish all heat from your surroundings. As an action, you cast away all localised heat and empower your own icy magic. For 1 minute, you gain temporary hit points equal to twice your Occultist level + your Intelligence modifier. Whenever you deal cold damage a creature must make a Constitution saving throw or be stunned until the end of their next turn. For the duration you treat cold immunity as cold resistance, if you already ignore cold resistance you ignore cold immunity for the duration instead. Ascension of the Fire Blood You have discovered a secret that hides within the founding spark of fire that intrigues you, this potent discovery allows you to fully embrace the mantle of hellfire and transform into an entity of fel flames. As an action, your body is wreathed is dark fire, your eyes becoming points like hot coals and two fiery wings erupt from your back. For 1 minute, your creature type is treated as Elemental and you emanate bright light for 30 feet, and dim light for 30 feet beyond that. For the duration you treat fire immunity as fire resistance, if you already ignore fire resistance you ignore fire immunity for the duration instead. Whenever you cast a spell that deals fire damage and you roll a 1 on a damage die, you can reroll the die. Once you use this trait, you can't use it again until you finish a long rest.

Ascension of Monstrous You have discovered a way to mutate your form into a powerful engine of destruction inspired by the creatures that dwell in the dark corners of the multiverse. As an action, you corrupt your own flesh with dark energies as your bones and muscle re-align to their new figure. For 1 minute, you gain temporary hit points equal to your maximum hit points, your movement speed becomes 50 feet unless it was already higher, you gain a 40 feet flight speed, you become creature size Large, and you can attack three times, instead of once, whenever you take the Attack action on your turn. Once you use this trait, you can't use it again until you finish a long rest. Ascension of the Skybreaker You have discovered how to fully convert yourself from a being of flesh and blood to a creature of pure energy and magically sentient lightning. As an action, your body erupts into crackling lightning as your mortal vestiges flake away as you stand as a vaguely humanoid storm cloud. For 1 minute, your creature type is treated as Elemental and you gain a flight speed of 120 feet. For the duration you treat lightning immunity as lightning resistance, if you already ignore lightning resistance you ignore lightning immunity for the duration instead. Once you use this trait, you can't use it again until you finish a long rest. Ascension of Void Eruption You have discovered how to temporarily contain a huge portion of negative energy within your mortal flesh and expel it alongside your spells. As an action, you tear a rift to the Negative Energy plane and fill your body with dark power. For 1 minute, you gain a pool of Void Energy equal to twice your maximum health. Whenever you deal damage with a spell you can deal bonus necrotic damage equal to three times your Intelligence modifier and reduce your total Void Energy by an equal amount. At the end of the duration you take necrotic damage equal to your remaining Void Energy. This damage can't be reduced or prevented in any way. Once you use this trait, you can't use it again until you finish a long rest. Dark Secrets If a Dark Secret has prerequisites, you must meet them to learn it. You can learn the secret at the same time that you meet its prerequisites. Adaptable Existence Prerequisite: Gift of Twisted Speed You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check and can breathe air and water. Arcane Link Prerequisite: Ebon Binding You can make any spell you cast that targets only you also target your familiar. Additionally, your familiar gains bonus hit points equal to twice your Intelligence modifier + Occultist level.

Arcane Retreat Prerequisite: Binding of the Nether Portal You learn the Teleport spell and it doesn't count against your number of Occultist spells known. You can enchant three stones to be beacons for your teleportation and are treated as permanent teleportation circles for your castings of the Teleport andTeleportation Circle spells. Armor of the Void Prerequisite: 5th level You are always under the effect of the Mage Armor spell. You can use your reaction in response to being attacked by a creature within 15 feet of you that you can see, that creature takes necrotic damage equal to your Intelligence modifier. Barrier of Baator Prerequisite: 9th level When you take damage from a weapon attack, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level. Biting Cold Prerequisite: Binding of Ice While under the effects of the Investiture of Ice spell and you cast a Spell that deals cold damage, you can add your Intelligence modifier to one damage roll of that spell. Blinding Retribution Prerequisite: Binding of Displacement When your illusionary duplicate is destroyed a bright light flashes, creatures within 10 feet of you must make a Constitution saving throw or be blinded until the end of your next turn. Breaker and Banisher Prerequisite: 9th level You learn the Dispel Evil and Good spell and it doesn't count against your number of Occultist spells known. Burning Mantle As a bonus action, you can cause crackling flames to wreath your body for 1 minute. At the start of each of your turns while these flames are active, you deal fire damage equal to your Intelligence modifier (minimum of 0) to any creature within 5 feet of you. While wreathed in flames, you have advantage on Charisma (Intimidation) checks but disadvantage on Charisma (Persuasion) checks. Once you use this secret, you can’t use it again until you finish a short or long rest. Conjure Arcanawraith Prerequisite: 11th level You learn to harness the powerful arcane energy into a creature to follow your will. You learn the Conjure Arcanawraith spells and it doesn't count against your number of Occultist spells known. Conjured Retreat As a reaction to taking damage you can teleport to an unoccupied space you can see within 60 feet and gain resistance to the triggering damage type until the start of your next turn. Once you use this secret, you can’t use it again until you finish a short or long rest. Crackling Rebuke Prerequisite: Boon of the Stormlords, 5th level When you use your Boon of the Stormlords feature, the target must make a Constitution saving throw. On a failed save the target is Paralyzed until the end of its next turn and take an additional 3d8 lightning damage. On a successful save they take the standard damage. Darkened Heart Prerequisite: 15th level, Blessing of Shadow You lose your necrotic resistance and gain necrotic immunity. Defy the Cycle Prerequisite: 11th level You learn the Revivify and Raise Dead spells and they are Occultist spell for you, and they don’t count against your number of Occultist spells known. Dimensional Backdoor Prerequisite: 15th level You learn the Misty Step spell and it doesn't count against your number of Occultist spells known. Additionally, you can cast it without expending a spell slot. Disturbing the Damned Prerequisite: 5th level You learn the Speak with Dead spell and it doesn't count against your number of Occultist spells known.

Disruptive Technique Prerequisite: 7th level When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your half your proficiency bonus, rounded up, to that ability check. Ebon-Fire Infusion When you cast a cantrip that deals fire damage, add your Intelligence modifier to the damage it deals. Earthbreaker's Mercy Prerequisite: Gift of the Thunder You can choose which creatures are affected by the damage and difficult terrain caused by your Gift of Thunder feature. Efficient Resting You complete a long rest in 4 hours as opposed to the normal 8 hours. Eldritch Barrage Prerequisite: 9th level You can cast the Magic Missile spell at will, at its lowest level without expending a spell slot. Eldritch Knowledge You gain proficiency in the Arcana and Religion skills. Erupting Inferno Prerequisite: 5th level, Boon of the Flame When you deal fire damage to a single target you can cause an explosion dealing fire damage to all creatures within 10 feet of the original target, the fire damage equals your Intelligence modifier. Eye of the Dark Hunter Prerequisite: 5th level When you spend 1 minute or more observing a creature, you have advantage on any Wisdom (Survival) skill checks to track that specific creature until the end of your next short or long rest. You learn the Pass without Trace spell and it doesn't count against your number of Occultist spells known. Focused Technique Prerequisite: 15th, Gift of the Split Mind You have advantage on saving throws to maintain concentration of a single spell. Force the Hands of the Heavens Prerequisite: 9th level You learn the Flame Strike spell and it doesn't count against your number of Occultist spells known. Forger of Many Runes Prerequisite: 11th level, Blessing of the Power Rune You regain use of your Blessing of the Power Rune feature after completing a short rest. Additionally, you no longer need to maintain concentration on your Blessing of the Power Rune feature. Frigid Spikes Prerequisite: Blessing of the Frostbite The radius of your Blessing of Frostbite increases by 10ft. Additionally, whenever a hostile creature moves through the difficult terrain made by your Blessing of Frostbite they take cold damage equal to twice your Intelligence modifier. Glacial Restraints Prerequisite: 15th level, Gift of the Glacier Tomb You can expend two uses of your Gift of Glacier Tomb instead of one, a creature that fails its saving throw against the feature has resistance to all damage instead of immunity while under the effect of Gift of the Glacier Tomb. Guarded Mind Prerequisite: Gift of the Fearless You are unaffected by spells that would meddle with your mind, such as Detect Thoughts and Modify Memory. Heralds of the Beyond Prerequisite: Binding of the Summoner Any creature that you summon or create with a Conjuration spell gains a bonus to weapon damage rolls equal to your Intelligence modifier.

Hound Master of the Dark Arts Prerequisite: 5th level Your familiar becomes medium sized and gains a bonus to attack and damage rolls equal to your Intelligence modifier. Your familiar uses your Spell Save DC for in place of its own. Your familiar may also make two attacks in place of one on its turn. Infernal Tempest Prerequisite: Gift of the Infernals When you cast a spell that deals fire damage, add your Intelligence modifier to that damage. Additionally, when you cast a spell that deals fire damage you can choose to add Occultist level to that damage. Once you use this secret, you can’t use it again until you finish a short or long rest. Invoke Voidwalker Prerequisite: 11th level You learn to harness the force and might of a being of pure darkness and vile energy into a creature and bind it to your will. You learn the Invoke Voidwalker spells and they doesn't count against your number of Occultist spells known. Phoenix Ward Prerequisite: 15th level, Blessing of Hellfire You lose your fire resistance and gain fire immunity. Pierce the Dark Prerequisite: Boon of the Darkness You can see normally in darkness, both magical and non-magical, to a distance of 120 feet. Master of Many Methods You are treated as all spellcasters for the purposes of attuning and using magical items. Master of Monsters Prerequisite: 5th level When you conjure a creature by a spell of 3rd level or higher the creature always remains under your control for the duration while you are concentrating on the spell. Material History You can spend an hour completing a ritual to learn basic information on an object including its maker, previous owner or the item's age. Neutralised Blood Prerequisite: 15th level, Blessing of the Lifeless You lose your poison resistance and gain poison immunity. Additionally, you are immune to the poisoned condition. Occult Method When casting a spell scroll of a higher level than you can normally cast, you have advantage on the ability check to use it. One with the Wind Prerequisite: 7th level You learn the Feather Fall spell and it doesn't count against your number of Occultist spells known. Additionally, unless you choose to not be, you are under the effect of the Feather Fall spell while conscious. Profane Sequencing When you ritually cast a spell you only take an additional 5 minutes to cast the spell in place of the usual 10 minutes. Reaching Strikes When you cast a spell that requires a ranged attack roll, the spell's range is doubled. Release Tempestkeeper Prerequisite: 11th level You learn to create a powerful elemental of crackling lightning and thunder to serve you. You learn the Release Tempestkeeper spells and they doesn't count against your number of Occultist spells known. Rift Jumper Prerequisite: 9th level, Boon of the Weave-Shifter Your Boon of the Weave-Shifter feature can now trigger from the casting of Cantrips and you can now teleport up to 30 feet. Ritualistic Knowledge Prerequisite: 7th level You can choose three ritual spells from the Occultist spell list of a level for which you have Spell Slots. You can ritually cast these three spells at will. Rouse Cryoshade Prerequisite: 11th level You learn to convert ice and cold into an elemental force of destruction to serve you. You learn the Rouse Cryoshade spells and they doesn't count against your number of Occultist spells known. Scaled Shield Prerequisite: 7th level, Boon of the Scaled When you cast a spell of 1st level or higher you gain temporary hit points equal to your Intelligence modifier. Shadow Crash When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 6d8. 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. Shattering Explosion Prerequisite: Binding of Fel Fire When a creature fails its saving throw against your Binding of Fel Fire feature they are also stunned until the end of their next turn.

Siphon Life Prerequisite: Boon of the Soulless When you reduce a hostile creature to 0 hit points, you tear more essence from your foes and regain hit points equal to your Intelligence modifier. Sleet Storm Prerequisite: Boon of the Sleet When you use your Boon of Sleet feature you can either halve the target's speeds or reduce them by 15ft, your choice. Stormbringer's Bulwark Prerequisite: 15th level, Blessing of the Living Lightning You lose your lightning and thunder resistance and gain lightning and thunder immunity. Summon Infernal Prerequisite: 11th level You learn to harness hellfire and brimstone into an elemental force of hell to serve you. You learn the Summon Infernal spells and they doesn't count against your number of Occultist spells known. Twister of Flesh Prerequisite: 11th level You learn the Polymorph spell and it doesn't count against your number of Occultist spells known. You can cast the Polymorph spell on yourself without expending a spell slot to transform into any CR 0 creatures. You can cast Polymorph in this way a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a long rest. Twisting the Light You learn the Guiding Bolt spell and it doesn't count against your number of Occultist spells known. Unfettered Lore Prerequisite: 9th level You learn the Legend Lore spell and it doesn't count against your number of Occultist spells known. Whenever you cast Legend Lore you will learn details more clearly and in less figurative language. Untamed Understanding You gain proficiency in the Nature and Survival skills. Vengeance of the Tempest Prerequisite: Binding of the Dark Lightning When you are reduced to 0 Hit Points but not killed outright, you can expend a spell slot of 5th level or lower to cast a spell that deals lightning or thunder damage. This spell is under the effects of your Binding of Dark Lightning feature however you suffer no adverse effects. Once you use this secret, you can’t use it again until you finish a short or long rest. Vision of the Tanar'ri Prerequisite: 15th level You learn the True Seeing spell and it doesn't count against your number of Occultist spells known. You can cast the True Seeing spell once without expending a spell slot. You can’t use this feature again until you finish a Long Rest.

Voice of All Peoples Prerequisite: 15th level You learn the Tongues spell and it doesn't count against your number of Occultist spells known. You can cast Tongues on yourself at will, without expending a spell slot or material components. Void Barrier Prerequisite: Binding of the Netherward At the start of each of your turns, you gain temporary hit points equal to your twice Intelligence modifier (minimum of 1), if you have at least 1 hit point. Void Form As a bonus action, you can cause arching shadows and negative energy to wreath your body for 1 minute. When you deal necrotic damage to a creature you can choose to have the creature make a Wisdom saving throw or become frightened of you for until end of its next turn. While wreathed in shadow, you have advantage on Dexterity (Stealth) checks. Once you use this secret, you can’t use it again until you finish a short or long rest. Wings of Night Prerequisite: 12th level You gain a set of spectral wings that you shape to your will which you can conjure as a bonus action, while present these wings grant you a 30ft fly speed. Witching Strikes Prerequisite: Blessing of the Jagged Claw You can use your Intelligence modifier instead of your Strength modifiers for attack and damage rolls made with your claw weapon. Additionally, you can attack with your claw twice, instead of once, whenever you take the Attack action on your turn. Words of Service Prerequisite: Ebon Service 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. Additionally, you learn all languages that your familiar knows. Wrath of the Void Prerequisite: Gift of the Void After teleporting, the next time you deal damage with an Occultist cantrip before the end of your next turn you deal bonus necrotic damage equal to your Occultist level. 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.

Occultist Spells Cantrips (0 Level) Acid Splash

Blade Ward

Booming Blade

Chill Touch

Control Flames

Create Bonfire

Dancing Lights

Fire Bolt

Fiends

Frostbite

Green-Flame Blade

Gust

Infestation

Lightning Lure

Mage Hand

Message

Minor Illusion

Poison Spray

Prestidigitation

Ray of Frost

Shocking Grasp

Sword Burst

Thunderclap

Toll the Dead

True Strike 1st Level Absorb Elements

Alarm

Arms of Hadar

Bane

Burning Hands

Cause Fear

Chaos Bolt

Charm Person

Chromatic Orb

Comprehend Languages

Detect Magic

Disguise Self

False Life

Feather Fall

Fog Cloud

Hellish Rebuke

Hex

Ice Knife

Identify

Inflict Wounds

Mage Armor

Protection from Good and Evil

Ray of Sickness

Shield

Sleep

Tasha's Hideous Laughter

Tenser's Floating Disk

Unseen Servant

Witch Bolt 2nd Level Aganazzar's Scorcher

Alter Self

Blindness/Deafness

Blur

Continual Flame

Crown of Madness

Darkness

Darkvision

Detect Thoughts

Enthral

Flame Blade

Flaming Sphere

Hold Person

Invisibility

Levitate

Magic Weapon

Mind Spike

Misty Step

Phantasmal Force

Ray of Enfeeblement

Scorching Ray

Shadow Blade

Snilloc’s Snowball Swarm

Spider Climb

Suggestion 3rd Level Animate Dead

Bestow Curse

Call Lightning

Clairvoyance

Counterspell

Dispel Magic

Elemental Weapon

Enemies Abound

Fear

Feign Death

Fireball

Flame Arrows

Fly

Glyph of Warding

Haste

Hunger of Hadar

Hypnotic Pattern

Lightning Bolt

Magic Circle

Major Image

Melf's Minute Meteors

Nondetection

Phantom Steed

Remove Curse

Sending

Slow

Summon Lesser Demons

Tongues

Vampiric Touch

Water Breathing

Water Walk 4th Level Arcane Eye

Banishment

Blight

Charm Monster

Compulsion

Confusion

Conjure Minor Elementals

Dimension Door

Divination

Elemental Bane

Evard's Black Tentacles

Fire Shield

Greater Invisibility

Ice Storm

Leomund's Secret Chest

Mordenkainen's Private Sanctum

Phantasmal Killer

Polymorph

Shadow of Moil

Sickening Radiance

Storm Sphere

Summon Greater Demon

Wall of Fire 5th Level Animate Objects

Cloudkill

Commune

Cone of Cold

Conjure Elemental

Contact Other Plane

Danse Macabre

Dominate Person

Dream

Enervation

Geas

Hold Monster

Immolation

Infernal Calling

Legend Lore

Modify Memory

Negative Energy Flood

Planar Binding

Scrying

Seeming

Synaptic Static

Telekinesis

Teleportation Circle

Wall of Stone 6th Level Arcane Gate

Chain Lightning

Circle of Death

Contingency

Create Undead

Disintegrate

Eyebite

Flesh to Stone

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

Mass Suggestion

Mental Prison

Otiluke's Freezing Sphere

Soul Cage

True Seeing

Wall of Ice 7th Level Delayed Blast Fireball

Etherealness

Finger of Death

Firestorm

Forcecage

Mirage Arcana

Plane Shift

Power Word Pain

Prismatic Spray

Project Image

Reverse Gravity

Simulacrum

Symbol

Teleport 8th Level Abi-Dalzim's Horrid Wilting

Antimagic Field

Antipathy/Sympathy

Clone

Demiplane

Dominate Monster

Feeblemind

Incendiary Cloud

Maddening Darkness

Maze

Mighty Fortress

Mind Blank

Power Word Stun

Telepathy 9th Level Astral Projection

Foresight

Gate

Imprisonment

Meteor Swarm

Power Word Kill

Psychic Scream

True Polymorph

Weird

Wish

Occultist Spells Conjure Arcanawraith 6th-level Conjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V,S,M (a diamond worth 100g)

V,S,M (a diamond worth 100g) Duration: Concentration, up to 1 minute A ray of pure arcane energy launches from your extended fingers to a target that you can see within range. A creature targeted by this spell must make a Dexterity saving throw. A target takes 7d6 force damage on a failed save, or half as much damage on a successful one. In the nearest unoccupied space to the target now stands a Crackling Arcanawraith. The Arcanawraith disappears when it drops to 0 hit points or when the spell ends. The Arcanawraith is friendly to you and your companions for the duration. Roll initiative for the Arcanawraith, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the Arcanawraith, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the Arcanawraith disappears. At Higher Levels. When you cast this spell using a spell slot of 7th Level or higher, the damage increases by 1d6 for each slot level above 6th. Invoke Voidwalker 6th-level Conjuration Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V,S,M (a black pearl worth 100g)

V,S,M (a black pearl worth 100g) Duration: Concentration, up to 1 minute You tear a rift into the negative energy plane and give it form. A Sphere of necrotic energy lashes out in a 10-foot-radius Sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. At the point this spell was centred on now stands a Bound Voidwalker. The Voidwalker disappears when it drops to 0 hit points or when the spell ends. The Voidwalker is friendly to you and your companions for the duration. Roll initiative for the Voidwalker, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the Voidwalker, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the Voidwalker disappears. At Higher Levels. When you cast this spell using a spell slot of 7th Level or higher, the damage increases by 1d6 for each slot level above 6th. Release Tempestkeeper 6th-level Conjuration Casting Time: 1 action

1 action Range: Self (50-foot line)

Self (50-foot line) Components: V,S,M (a sapphire worth 100g)

V,S,M (a sapphire worth 100g) Duration: Concentration, up to 1 minute You fire a short range burst of lightning forming a line 50 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At the end of the lightning you conjure forth a Storming Tempestkeeper. The Tempestkeeper disappears when it drops to 0 hit points or when the spell ends. The Tempestkeeper is friendly to you and your companions for the duration. Roll initiative for the Tempestkeeper, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the Tempestkeeper, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the Tempestkeeper disappears. At Higher Levels. When you cast this spell using a spell slot of 7th Level or higher, the damage increases by 1d6 for each slot level above 6th. Rouse Cryoshade 6th-level Conjuration Casting Time: 1 action

1 action Range: Self (30 feet)

Self (30 feet) Components: V,S,M (a piece of Lapis worth 100g)

V,S,M (a piece of Lapis worth 100g) Duration: Concentration, up to 1 minute You release a blast of frigid cold. Each creature in a 30-foot radius Sphere centred on yourself must make a Constitution saving throw. A target takes 5d6 cold damage on a failed save, or half as much damage on a successful one. In the nearest unoccupied space to you now stands a Frigid Cryoshade. The Cryoshade disappears when it drops to 0 hit points or when the spell ends. The Cryoshade is friendly to you and your companions for the duration. Roll initiative for the Cryoshade, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the Infernal, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the Infernal disappears. At Higher Levels. When you cast this spell using a spell slot of 7th Level or higher, the damage increases by 1d6 for each slot level above 6th.

Summon Infernal 6th-level Conjuration Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V,S,M (an emerald worth 100g)

V,S,M (an emerald worth 100g) Duration: Concentration, up to 1 minute You open a conjure a ball of fire and malice and launch it at a point within range. Each creature in a 15-foot radius Sphere centred on that point must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At the point this spell was centred on now stands a Hellfire Infernal. The Infernal disappears when it drops to 0 hit points or when the spell ends. The Infernal is friendly to you and your companions for the duration. Roll initiative for the Infernal, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the Infernal, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the Infernal disappears. At Higher Levels. When you cast this spell using a spell slot of 7th Level or higher, the damage increases by 1d6 for each slot level above 6th.

Appendix B: Stat Blocks Bound Voidwalker Large Elemental, neutral Armor Class 15

15 Hit Points 86 (9d10 + 36)

86 (9d10 + 36) Speed 0 ft. fly 40 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 21 (+5) 19 (+4) 6 (-2) 10 (+0) 7 (-2) Damage Resistance. Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks That Aren't Silvered

Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks That Aren't Silvered Damage Immunities. Necrotic, Poison

Necrotic, Poison Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained

Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 Ft., passive Perception 10

Darkvision 60 Ft., passive Perception 10 Languages None

None Challenge 6 (2,300 XP) Ravenous Consumption. The Voidwalker has advantage on melee attack rolls against any creature that doesn't have all its hit points. Composed of the Dark. While in dim light or darkness, the Voidwalker can take the Hide action as a bonus action. Actions Multiattack. The Voidwalker makes two attacks: two Consume attacks or two Decay attacks. Consume. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 23 (4d8 + 5) Slashing damage. Decay. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit 13 (3d8) Necrotic damage.

Crackling Arcanawraith Large Elemental, neutral Armor Class 15

15 Hit Points 67 (7d10 + 28)

67 (7d10 + 28) Speed 0 ft. fly 40 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 19 (+5) 19 (+4) 6 (-2) 18 (+4) 7 (-2) Damage Resistance. Bludgeoning, Piercing, and Slashing from Non-magical Attacks

Bludgeoning, Piercing, and Slashing from Non-magical Attacks Damage Immunities. Force, Poison, Necrotic

Force, Poison, Necrotic Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Restrained

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Restrained Senses Truesight 60 Ft., passive Perception 14

Truesight 60 Ft., passive Perception 14 Languages None

None Challenge 6 (2,300 XP) Living Magic. The Arcanawraith can cast it's At Will spells as a bonus action and ignores the effects of magical AC increases such as the Shield spell or magical items. Magic Resistance. The Arcanawraith has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The Arcanawraith's innate Spellcasting Ability is Wisdom (spell save DC 15). The Arcanawraith can innately cast the following Spells, requiring no material components: At will: Eldritch Blast (3 bolts), Magic Missile, Misty Step, Shield Actions Multiattack. The Arcanawraith makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 17 (2d12 + 4) Force damage.

Frigid Cryoshade Huge Elemental, neutral Armor Class 15

15 Hit Points 86 (9d12 + 17)

86 (9d12 + 17) Speed 0 ft. fly 40 ft. (hover) STR DEX CON INT WIS CHA 15 (+2) 21 (+5) 16 (+3) 6 (-2) 14 (+2) 7 (-2) Damage Resistance. Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities. Cold, Poison

Cold, Poison Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 Ft., passive Perception 12

Darkvision 60 Ft., passive Perception 12 Languages Auran

Auran Challenge 6 (2,300 XP) Sub-zero Spirit. Touching or hitting the Cryoshade while within 5 ft. of it causes the attacker to take 1d6 cold damage. Actions Multiattack. The Cryoshade makes two Slam attacks or two Frost Lance attacks. Slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 18 (2d8 + 5) Bludgeoning damage plus 1d8 cold. Frost Lance. Ranged Weapon Attack: +19 to hit, range 60/120ft., three targets. Hit 10 (3d6) cold damage.

Hellfire Infernal Huge Elemental, neutral Armor Class 17 (natural armour)

17 (natural armour) Hit Points 142(9d12 + 36)

142(9d12 + 36) Speed 40ft. STR DEX CON INT WIS CHA 21 (+5) 11 (+0) 19 (+4) 6 (-2) 10 (+0) 7 (-2) Damage Resistance. Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities. Fire, Poison

Fire, Poison Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 Ft., passive Perception 10

Darkvision 60 Ft., passive Perception 10 Languages Ignan

Ignan Challenge 6 (2,300 XP) Illumination. The elemental sheds bright light in a 30 foot radius and dim light in an additional 30 ft. Actions Multiattack. The Infernal makes two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 18 (3d8 + 5) Bludgeoning damage. Release Hellfire (Recharge 5-6). The Infernal expels Hellfire in a 15 foot radius of itself. Each creature in that area must make a DC l3 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.