Some warlocks do not make a single precipitous bargain for their soul- just small, incremental, nearly unnoticeable ones that lead them inevitably towards damnation. These warlocks, sometimes known as Occultists, tend to be daring and have devil-may-care attitudes, as well as a tremendous amount of arcane knowledge. Some make these choices willingly for the power it offers, while others do not realize the direction of their path for a long time.
Expanded Spell List As an occultist, you can choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 1st level spells: Command, Detect magic, Identify, Shield of faith 2nd level spells: Augury, Prayer of healing 3rd level spells: Bestow curse, Spirit guardians 4th level spells: Death ward, Phantasmal killer 5th level spells: Conjure elemental, Dispel evil and good Arcane Student From 1st level when you select this pact, you gain proficiency in Arcana, and in one language or tool set of your choice. Your proficiency bonus is doubled for any skill checks you make with Arcana. Dark Knowledge From 1st level, you begin to gain glimpses of foresight, hints at possible futures that might be. When you finish a long rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these dark knowledge rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. From 6th level, you can roll two d20s when you finish a long rest, and each dark knowledge roll can be used only once. When you finish a long rest, you lose any unused dark knowledge rolls. Potent Cantrips From 6th level, you add your Intelligence modifier to the damage you deal with any warlock cantrip. Dark Fate From 6th level, when you finish a long rest, tell the GM to roll a d20 and record the number rolled. The GM can replace any attack roll, saving throw, or ability check made by you or by any creature targeting you with an attack or effect, with this roll. They must choose to do so before the die is rolled, and they can only replace a roll this way once per turn. If two similar abilities (like Dark Knowledge or a School of divination wizard's Portent rolls) are used, then these occur in the order of being declared. From 10th level, the GM rolls two dark fate dice when you finish a long rest. From 14th level, the GM rolls three dark fate dice when you finish a long rest. These die rolls can only be used once. When you finish a long rest, any previous dark fate rolls are lost. Countermagics Beginning at 10th level, your studies teach you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. Arcane Wonder From 14th level, your incredible training in the arcane arts allows you to work true wonders. As an action, you work your arcane wonder, and gain the effects of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including any costly material components; the spell simply takes effect as part of the action. Once you use this feature, you can't use it again until you finish 1d4 long rests. Also posted on Game Masters Stash on 13 July 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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