Wizard: Occultist

The Crooked Moon

Wizard: Occultist

Class: Wizard: Occultist

Wizardry urges the relentless pursuit of knowledge that pushes every boundary in search of greater power and understanding. Some boundaries are never meant to be crossed, though. As an occultist, you push your understanding of spellcraft until reality itself tears open, revealing alien realms from which you can draw even greater power.

Features

Level 3: Forbidden Knowledge

In your study of proscribed power, you learn Deep Speech or another language of your choice.

In addition, choose a level 1 spell from the Warlock spell list. You can change your chosen spell when you finish a Long Rest.

Level 3: Intrusion

You search in the forbidden reaches beyond the universe yields great power, but at the risk of letting something intrude into your reality.

You have an Intrusion Die which starts at a d6, that can change as you use your features. The die can increase or decrease, along this progression of die sizes: d2, d3, d4, d6, d8, d10, d12.

The size maximum for your Intrusion Die is its starting size, increases by one step when you reach Wizard levels 5 (d8), 11 (d10), and 17 (d12).

When you use a feature that risks Intrusion, roll your Intrusion Die. On a 2 or higher, no Intrusion occurs and the Intrusion die reduces in size one step on the progression.

On a roll of 1, the Intrusion Die rises in size one step, and you must roll on the Intrusion table to determine what happens as reality momentarily fractures.

The Intrusion Die increases by one step (up to its starting size) when you finish a Short Rest, and it resets to your starting size when you finish a Long Rest.

Additionally, you can focus alien potency into your spells. When you cast a spell using a spell slot, you can risk Intrusion to choose one of the following.

  • Overwhelming Mind. Creatures have Disadvantage on the first saving throw they make against the spell.
  • Seeking Eye. You have Advantage on the first attack roll you make for the spell.

Intrusions

d12Effect
1Something just outside your full perception looms behind you and whispers incomprehensible into your soul. Until the end of your next turn you can take an Action, Bonus Action, or move, but not all three.
2Space twists and melts in a 30-foot Emanation originating from you. All creatures (including you) in the area are reduced to half Speed until the end of your next turn.
3The nearest creature to you must succeed on a Constitution saving throw against your spell save DC or take Necrotic damage equal to two rolls of your Intrusion Die (at its starting size), and you regain a number of Hit Points equal to the damage dealt.
4A tear in reality appears in your space until the end of your next turn. Otherworldly howls erupt from the tear in a 30-foot Emanation. Each creature in that area (including you) must succeed on a Wisdom saving throw against your spell save DC or have the Frightened condition while the tear exists.
5One of your arms warps into an alien appendage such as a distorted version of an arm, or a twisting tentacle for 1 minute. Your Unarmed Strikes with the limb use Intelligence instead of Strength, and on a hit deal Acid Damage equal to a number of your Intrusion Dice (at its starting size equal to your Proficiency Bonus
6Glimpses of alien space or landscapes intrude upon your perception. You have the Blinded condition until the end of your next turn.
7Shrieking voices of unnatural beings rip through your mind. You must succeed on an Intelligence saving throw against your spell save DC or have the Incapacitated condition until the end of your next turn.
8You experience an instant of terrible clarity. You take Psychic damage equal to your Intrusion Die (at its starting size), and for 1 minute you increase your spell save DC by 2.
9You regain an expended spell slot of leven 5 or lower (your choice) and you take Necrotic damage, which can't be reduced or ignored in any way, equal to twice the slot's level.
10Ripples in the fabric of space pulse out from you in a 15-foot Emanation when your cause this intrusion, and again at the start of each of your turns for 1 minute. Creatures in the pulse must succeed on a Strength saving throw against your spell save DC or have the Prone condition.
11For 1 hour, you can hear whispered thoughts from creatures within 60 feet of you, but those thoughts are tainted into hateful scorn directed at you. While you can hear the whispers, you have Disadvantage on ability checks and saving throws that rely on Wisdom.
12An Aberration or a Fiend with a CR equal to your Wizard level or lower (GM's choice) appears in an unoccupied space within 30 feet of you. The GM decides the creature's attitude (Hostile/Indifferent/Friendly) and actions.

Level 6: Reality Tear

Choose a spell of level 3 or lower from the Warlock spell list. You always have the spell prepared. You can change your chosen spell when you finish a Long Rest. When you cast the spell, you can risk Intrusion to remove the need to Concentrate on it, and the spell ends after 1 minute or its normal duration, whichever is shorter.

Additionally, you can cause an automatic Intrusion (and increase the die's size one step, up to its starting size) to cast the spell once without a spell slot, and you regain the ability to do so when you finish a Long Rest.

Level 10: Occult Presence

Your understanding has grown to the point where you can redirect Intrusions. When you cause an Intrusion, you can roll twice on the Intrusion table and choose which result to use, and you can choose to negate the Intrusion by gaining 1 Exhaustion level.

Additionally, when you finish a Long Rest, choose one of the options below. As a Bonus Action, you can cause an automatic Intrusion (and increase the die's size one step, up to its starting size) to choose a different option.

  • Alien Consciousness. You gain Immunity to the Charmed and Frightened conditions, and you can't be possessed.
  • Spatial Domination. You gain a Fly Speed equal to your Speed and can hover.
  • Cosmic Resistance. You gain Resistance to Necrotic and Psychic damage.

Level 14: Beyond Space

The nature of distance and location is revealed for the lie that it is. You always have the Scrying spell prepared.

When you cast Scrying, you can risk Intrusion to choose one of the following.

All Knowing. Treat your connections to a target a creature as if you have part of its body.

All Seeing. Cast the spell as an action instead of its normal casting time.

When you cast Scrying, during the spell's duration you can cause an automatic Intrusion (and increase the die's size one step, up to its starting size) to teleport yourself, and any willing creatures within 10 feet of you, to unoccupied spaces you can see through the Scrying sensor. Once you teleport in this way, you can't do so again until you finish a Long Rest.