Occultist (Roguish Archetype) The occultist focuses on the world around him, grounded in the powers that flow throughout his environment. He studies the magic that infuses everything, from psychic resonances left in everyday items to powerful incantations that fuel the mightiest spells. The occultist channels his psychic might through implements—items that allow him to focus his power and produce incredible effects. For him, implements are more than simple tools. They are a repository of history and a tie to the events of the past. The occultist uses these implements to influence and change the present, adding his legend to theirs. Though some of these implements might be magic items in their own right, most of them are merely of historical or personal significance to the occultist. Implement Use When you choose this Archetype at 3rd level, you select two implements from.the list below. These objects must be small enough to hold in your palm or remain on your person without much difficulty, such as a set of prayer beads, a necklace, ring, wand or any similar object. While you are holding these implements you may use the objects to channel a small amount of magic into them, performing an action similar to a spell. You use your intelligence modifier for any attacks made with the implements and for any saving throws they require. You always know the exact location of any of your implements should they not be on your person, though not relative to your location. If your implement is destroyed or lost, it can be recreated or replaced with a magical ritual equal to your proficiency modifier × 250 gold pieces. Implement attack Modifier: Your proficiency bonus + your intelligence modifier. Implement Save DC: 8 + your proficiency bonus + your intelligence modifier. At 7th level, your use of implements has improved and you have begun to broaden your number of implements. Your two original implements gain a +1 Bonus to any attack or damage rolls made with them, and add a +1 to the DC of any ability added to them. Additionally, they gain an additional effect on their ability. You also gain another implement from a school different other than the ones you have chosen. This new implement does not gain the bonus to attack, damage, and DC save effects, and any new abilities that would unlock. At your 11th and 15th levels, your performance with these implements improves even further. You gain a +1 bonus to attack, damage, and dcs with your first two implements as listed above ( to a maximum of +3). Additionally your second implement chosen gains this bonus at these levels as well ( to a maximum of +2) Your implement chosen at 11th level gains a +1 bonus, while your implement chosen at 15th level gains no bonus. The implements usually require a specific keyword, action, or mental command to activate, usually with little effort. While any creature may attempt to use the implement, they must attempt an Arcana check with a DC of 15 in order to activate it successfully, and may only use the implements basic function, never gaining of the enhanced abilities. Additionally, in order for your implements to be destroyed or rendered powerless, a specific ritual must be conducted, usually requiring several hours and/or expensive reagents. Arcane Knowledge At 3rd level, you gain proficiency with the Arcana skill if you weren't already, if you are already proficient with it choose another skill to gain proficiency with. Additionally, you may cast Identify at will as a ritual spell, following all the rules normally used for ritual casting. Arcane Efficiency At 9th level, you learn to more efficiently channel magic from any special abilities you gain from a weapon, magic item, or armor that require you take a short rest in order to regain use of that ability, now gains an additional use of that ability. This also affects any abilities your implements grant you. Attuned At 13th level, you are able to keep even more magical items attuned to yourself. You may now attune up to five magic items to yourself instead of just three. Burst of Power At 17th level, for one minute you may treat all of your implements as if they had an enhancement bonus of +3 for one minute, regardless of their current Enhancement bonus. Once you use this feature, you just finish a long rest until you can use it again. Implements Abjuration Arcane Barrier: As a reaction, you may bring up a semi-transparent barrier up to any attack or spell that causes a saving throw, allowing you to add your proficiency modifier to your AC or the saving throw roll. You may use this ability a number of times equal to your proficiency modifier, and must finish a short or long rest to regain all expended uses. You may use this ability after an attack against you is made and once you have made a saving throw vs the spell or effect. +1 Enhancement: At this enhancement, you add a +1 to the AC or saving throw made with the Arcane Barrier. Additionally, you may use your reaction to deflect an attack or spell for any ally you can see within 30 ft, allowing them to gain the bonuses you'd normally gain from a use of Arcane Barrier. +2 Enhancement:At this enhancement, your bonus to AC and saving throws from Arcane Barrier improves to +2. Additionally, if an attack or spell that successfully hits you or an ally under the effect of Arcane Barrier, you or that ally gain resistance to any damage taken from that attack or spell.

+3 Enhancement: At this enhancement, your bonus to AC and saving throws from Arcane Barrier improves to +3. Additionally, as an action, you may expend a use of Arcane Barrier to create a shimmering wall of force energy. The wall may be up to 10 feet high, and up to 20 ft wide, but is wafer thin. It has an AC of 10, temporary hit points equal to 6 x your character level, and resistance to all non magical damage.Only you and other creatures you designate may pass through the wall freely, everything else must either break through or find a way around. Conjuration Summon Minion: As a full round action, you may summon a small, extraplanar servant for a one minute This creature uses your implement attack modifier for its attack rolls, damage rolls, and saving throws. It also has hp equal to 6 + your intelligence modifier, and is proficient in two skills of your choice., of which it uses your proficiency bonus. Once you summon a minion, you must finish a long rest to summon another. You can give your minions commands as a bonus action, which the minion will complete to the best of its ability. The minion lasts for one hour, after which it dissapears. Due to it's nature, this creature can take any appearance similar to any extraplanar creature or golem. In combat, the minion shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action. Commanding multiple minions requires only one bonus action. Listed below is the creature's statblock. +1 Enhancement: At this enhancement, you may summon another minion every long rest, up to two at a time. Additionally, your minions gain a ranged attack with a range of 30 ft, dealing 1d6+ Dex modifier of Acid, Cold, Fire, or shock damage, you choose when you create the minion. Your minions do not have to have the same appearance as eachother, but are otherwise identical. You may summon each minion separately, or all at once. +2 Enhancement: At this enhancement, you may summon another minion, to maximum of three. Additionally, your minions gain a fly speed of 30 ft. +3 Enhancement: At this enhancement, you may summon another minion, to a maximum of four. Additionally your minions now last indefinitely only disappearing when dismissed, or until their hp is reduced to 0. Summoned Minion Small Construct, unaligned Armor Class 14

14 Hit Points equal to Minion's Constitution modifier + your Intelligence modifier + your level in this class

equal to Minion's Constitution modifier + your Intelligence modifier + your level in this class Speed 20ft, fly 30 ft (+2 Enhancement) STR DEX CON INT WIS CHA 10 (0) 16(+3) 12 (+1) 12 (+1) 10 (0) 7 (-2) Saving Throws Dex (+3), Con (+1), Int (+1) Cha (-2)

Dex (+3), Con (+1), Int (+1) Cha (-2) Danage Immunities poison

poison Condition Immunities exhaustion poisoned

exhaustion poisoned Senses passive Perception 13

passive Perception 13 Skills Proficient with two of your choice at summoning

Proficient with two of your choice at summoning Languages understands languages you know Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the minion’s skill and saving throw bonuses (above) and the bonuses to hit and damage of its melee strike and its energy bolt(below). Actions (Require your bonu8 action) Melee Strike +5 to hit, reach 5 ft., one target, Hit: (1d4+3) Bludgeoning, piercing, or slashing damage. Energy Bolt (+1 Enhancement) +5 to hit, range 30 ft., one target. Hit: (1d6+3) fire, acid, lighting, or cold damage. Divination Fated Strike: As a bonus action, you may use your implement to gain brief insight into the future, giving you advantage on the next attack roll you make against a single target you can see within 30 ft. This allows you to make an attack with your sneak attack added to the damage roll. You must finish a short or long rest in order to use this ability again. +1 Enhancement: You may use your Fated Strike an additional time in between short or long rests, up to two times. Additionally, when a visible ally within 30 ft makes an attack roll, you may use your reaction to expend one use of Fated Strike to grant them advantage on the attack roll.

+2 Enhancement: You may use your Fated strike an additional time in between short or long rests, up to three times. Additionally, you may expend one use of Fated Strike as a standard action to create a mind eye—a magical sensor through which you can see and hear. The mind eye is invisible and its size is Fine, giving it an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet and can travel up to 1 mile away from you. You must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 1 hour. Once you use this feature, you must finish a long rest in order to use it again. +3 Enhancement: You may use your Fated Strike an additional time in between short or long rests, up to four times. Additionally, you may expend a use of Fated Strike to mark any visible enemy within 30 ft, you now know what actions that target will take on its next turn, and you gain advantage on all saving throws vs its abilities or spells, and the target has disadvantage when making attacks on you. Evocation Energy blast: As an action, you may fire a ray of pure magical energy as a ranged implement attack at any target you can see within 30 ft. The ray deals 1d6+Int modifier Force damage. +1 Enhancement: Your Energy Blast gains a +1 bonus to attack and damage rolls. Additionally, you may choose to fire your Energy Blast as a wave of telekinetic energy, potentially knocking back foes. When you fire your Energy Blast this way, you fire a 15 ft cone of force energy, and all enemies must make a Strength saving throw or be knocked back 15 ft away from you in the direction you shot. If the target successfully succeeds the save then they take only half damage from the attack and are not knocked back. +2 Enhancement: our Energy Blast bonus to attack and damage increases to +2. Additionally, you may charge energy with your Energy Blast, causing it to deal almost tremendous amounts of damage. When you do so, you may expend your bonus action to increase your Energy Blast’s damage by a d6. You may continue charging the damage die, until it equals your sneak attack damage dice. When charged this way the bonus damage dice last for one hour or until fired, at which all bonus damage is expended. +3 Enhancement: Your Energy Blast bonus to attack and damage increases to +3. Additionally, you may fire a slow moving, especially devastating shot from your implement. The shot travels as an energy ball, taking up about 5 feet of space and travelling 15 ft in a straight line from where you fired it. All enemies that come within a 15 ft aura of the ball take 4d6 force damage when they first come into contact with the ball's aura and at the beginning of your turn. Once the ball detonates, either by striking an enemy or hitting an inanimate object like a wall, all enemies within 20 ft of the ball take damage equal to your sneak attack damage. Once you use this feature you must complete a long rest in order to use it again. Illusion Mask of Deception: You may cast Minor Illusion at will as a cantrip, using your Implement Save DC for any opposed Investigation check. Additionally, as a bonus action, you may use your implement to grant you advantage on your next Intimidation, Deception, or Diplomacy check. You may attempt to use this ability without being spotted, but must make a Stealth or Sleight of hand check to avoid being noticed. Once you use this ability, you must finish a short or long rest before you may use it again. +1 Enhancement: You may use Mask of Deception and additional time in between short or long rests. Additionally, you may now cast Disguise Self at will. +2 Enhancement: You may use Mask of Deception and additional time in between short or long rests. Additionally, you may expend a use of Mask of Deception to cast Color Spray, affecting up to 8d10 hit points of creatures. Once you use this feature, you must finish a long rest before you may use it again. +3 Enhancement: You may use Mask of Deception and additional time in between short or long rests. Additionally, you may expend a use of Mask of Deception to make yourself invisible for a number of rounds equal to your proficiency bonus. Attacking a creature does not break this invisibility. Once you use this feature, you must make finish a long rest in order to use it again. Necromancy Grasp of the Grave: As an action, you may charge your hand with necromantic energy, making a melee implement attack against any enemy within your reach. The attack deals 1d4+Int Modifier necrotic damage. Any damage you deal with this attack gives you temporary hit points equal to the damage dealt which last for 1 minute. +1 Enhancement: You gain a +1 bonus to attack and damage rolls with your Grasp of the Grave. Additionally, any target damaged by this ability must make a Strength saving throw, or be paralyzed for 1 turn. +2 Enhancement: Your Grasp of the Grave bonus to attack and damage increases to +2. Damage you deal with Grasp of the Grave now heals you equal to the damage dealt if your hit point maximum is below its total. Otherwise the ability works as normal. +3 Enhancement: Your Grasp of the Grave bonus to attack and damage increases to +3. Additionally, if an enemy you deal damage to with this ability is killed within 1 minute of taking the damage, they now rise as a specter. You can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your rogue level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equalto your Intelligence modifier (minimum of +1).