BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Occultist

Note: This subclass features as a Wizard subclass in The Crooked Moon.

Fateseeking urges the relentless pursuit of knowledge that pushes every boundary in search of greater power and understanding, but some boundaries are never meant to be crossed. Occultists care not for these limitations, peering behind cosmic veils, devouring forbidden secrets, and pushing their understanding of spellcraft until reality itself tears open. It is from the strange, alien realms that are revealed which they draw even greater power, shattering all limits no matter the eldritch consequences.

Forbidden Knowledge


Starting at 3rd level, in your study of proscribed power, you learn Deep Speech or another language of your choice.

In addition, choose a 1st Level spell from any one Warlock - Great Old One spell list. You always have it prepared, but doesn't count against the number of spells you can prepare and it is as a Fatesmith spell for you. You can change your chosen spell whenever you finish a Long Rest.

Intrusion


Also at 3rd level, your search into the forbidden reaches beyond the universe yields great power but comes at the risk of letting something from beyond intrude into 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, which increases by one step when you reach Fatesmith 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 roll on the Intrusion table to determine what happens as reality fractures. Intrusions use your spell save DC.
The Intrusion Die increases in size by one step (up to its starting size) when you finish a Short Rest, and it resets to its starting size when you finish a Long Rest.

Additionally, you can focus alien potency into your spells. When you cast a spell using Fate Energy. you can risk Intrusion to choose one of the following:
  • Overwhelming Mind. One target of the spell has Disadvantage on the first saving throw made against it.
  • Seeking Eye. You have Advantage on the first attack roll you make for the spell.

Reality Tear


Beginning at 6th level, choose a spell of 3rd Level or lower from any one Warlock - Great Old One spell list. You always have it prepared, but doesn't count against the number of spells you can prepare and it is as a Fatesmith spell for you. You can change your chosen spell whenever you finish a Long Rest. When you cast the spell, you can spend 1 Fate Energy and 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 spending Fate Energy, and you regain the ability to do so when you finish a Long Rest.

Occult Presence


At 10th level, when you cause an Intrusion, you can spend 15 Fate Energy and thus roll twice on the Intrusion table and choose which result to use, and you can negate the Intrusion by spending 50 Fate Energy or gaining 1 Exhaustion level.

Additionally, you gain one of the benefits below, and you can change your chosen benefit when you finish a Long Rest. As a Bonus Action, you can cause an automatic Intrusion (and increase the die’s size one step, up to its starting size) or spend 20 fate Energy to change your chosen benefit.
  • Alien Consciousness. You gain Immunity to the Charmed and Frightened conditions, and you can’t be possessed.
  • Cosmic Resistance. You gain Resistance to Necrotic and Psychic damage.
  • Spatial Domination. You gain a Fly Speed equal to your Speed and can hover.

Beyond Space


Starting at 14th level, 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 connection to a target 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.

Occultist Spell List