Occult Student

* HD: 1d6
* Bonus Skill Points: Extra
* Spellcasting: Major

* ***Abjuration - Protective Ward***: Once per long rest, you can tease out more power from the Souls you use when you cast abjuration spells. Whenever you cast an abjuration spell of 1st or higher you also create a protective Ward that soaks up damage for you. The Ward functions like this:
	+ It has hit points equal to your Intelligence modifier plus the number of level picks you possess in [*Occult Student*].
	+ Whenever you take damage, your Ward takes the damage instead.
	+ If the damage you take succeeds the hit points your Ward possesses, you take the remaining damage.
	+ When your Ward is reduced to 0 hit points it persists until you finish a long rest.
	+ The ward regains hit points whenever you cast an abjuration spell of 1st level or higher equal to twice the level of the spell.
* ***Conjuration - Conjure Minor Item***: As an action, you can conjure an inanimate object into your hand or unto the ground in an unoccupied space that you can see within 2 m of you. The object cannot be larger than 0.5 m or weigh more than 5 kg. You must have seen the object before to be able to conjure a copy. It is visibly magical and sheds dim light in a 1 m radius. The object immediately disappears if you attempt to deal damage with it, or it takes damage. The object persists for an hour or until you use this ability again.
* ***Divination - Premonition***: Whenever you finish a long rest, you roll two d20 and save the numbers you rolled. At any point, until you finish a long rest, you can swap one of the numbers you rolled with any attack roll, saving throw, or ability check you make. You must swap out a number this way before the GM declares the check to be a success or a fail. You can only swap out a result this way once per turn and a saved number can only be used once.
* ***Enchantment - Mesmerize***: You can hypnotize a creature within 1 m of you that you can see by spending an action. If the target can see you too, they must succeed on a Composure saving throw against your spell save DC or becomes incapacitated and have their speed be reduced to 0 until the end of your next turn. You can choose to maintain this effect by spending another action on your subsequent turn and continue hypnotizing your target until the end of your next turn. The target can make another saving throw every time you choose to maintain this effect. The hypnotized condition ends if you move more than 1 m away from the target, the target is forced to make another saving throw or it is dealt damage. The target becomes immune to this ability until you finish a long rest if they succeed on their saving throw against this effect.
* ***Evocation - Sculpt Spells***: When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
* ***Illusion - Illusionist’s Stratagem***: You learn the Minor Illusion cantrip as Soul Mastery. In addition, whenever you cast Minor Illusion you can both create a sound and an image with a single cast of the cantrip.
* ***Necromancy - Siphon Vitality***: Once per turn, when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the school of viscmancy. You don't gain this benefit when killing constructs or undead.
* ***Transmutation - Alchemical Secrets***: You can cast a version of Fabricate once per short rest as Soul Mastery. This version of Fabricate can only create an object that is no larger than 0.5 m or weigh more than 5 kg. This use of Fabricate only lasts for 1 hour before it reverts to its original form.
* ***War Magic - Minor Shield***: You can use your reaction to gain a +2 bonus to your AC against an attack that hits you, or alternatively gain a +4 bonus to a failed saving throw. If you decide to use either benefit from this ability, you cannot cast any spells other than cantrips until the end of your next turn.

##### **Secondary Selection**

Arcane Tradition [***Occult Student***]

* ***War Magic - Quick Mind***: You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Spellbook [***Occult Student***]

You gain a Spellbook where you can copy down spells into and gain them as spells known. When you find a spell of first level or higher in a Spellbook or any other source you can copy from, you can add it to your Spellbook, and your spells known if the spell’s level is lower than your current level.

The process takes 2 hours per level of the spell and consumes Soul potency equal to the level of the spell to copy it down.

##### **Primary Selection**

Arcane Recovery [***Occult Student***]

Once per long rest, as an action, you can recover one spell slot. The spell must have a level that is equal to or less than half your [*Occult Student*] level (rounded up), the slot can’t be 8th level or higher.

##### **Secondary Selection**

General Upgrade [***Occult Student***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

##### **Primary Selection**

General Upgrades [***Occult Student***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

##### **Secondary Selection**

General Upgrade [***Occult Student***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 4**

Ability Score Improvement or Feat [***Occult Student***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 5**

Improved Magical Upgrade [***Occult Student***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

* +1 to an ability score of your choice
* Pick an additional feat from the feat list

#### **Level 6**

Arcane Tradition [***Occult Student***]

* ***Abjuration - Generous Ward***: Whenever a creature within 6 m of you that you can see takes damage, you can use your reaction to cause your Protective Ward to absorb the damage dealt with to the creature. If your Ward would be reduced to 0 hit point this way, the creature you warded takes any remaining damage.
* ***Conjuration - Juxtapose***: As an action, you can teleport up to 6 m to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature that is willing. You both teleport by swapping places with each other. You can use this ability once per long rest, but if you cast a conjuration spell of 1st level or higher you regain one usage of it.
* ***Divination - Effortless Visions***: When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
* ***Enchantment - Reverence***: If you spend a reaction you can cause an attack that was targeting you to target another creature instead. The attacker must succeed on a Composure saving throw against your spell save DC, or it must attack another viable target. The attacker targets a creature that is closest to it but cannot attack itself or you. If several creatures are closest to the attacker, the attacker chooses which one to target. If there are no viable targets for the attack, the attack is wasted. You must choose to use this ability before knowing whether the attack hits or misses. On a successful save, the attacker becomes immune against this ability until you finish a long rest. Creatures that are immune to the charmed condition can not be affected but this ability.
* ***Evocation - Potent Cantrips***: When a creature succeeds on saving throws against a cantrip you cast, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. In addition, damage you deal with cantrips with a spell attack gains a bonus equal to your proficiency bonus.
* ***Illusion - Dreamscape***: When you cast an illusion spell that has a duration of 10 rounds or longer, you can use your action to change the nature of the form of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
* ***Necromancy - Infuse Vessel***: You learn to cast Animate Dead. In addition, you can cast Animate Dead once per short rest as Soul Mastery but you must still pay the Soul consumption. When you cast Animate Dead, you can target one additional corpse or a pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
	+ The undead's hit point maximum is increased by an amount equal to your total level.
	+ The undead adds your proficiency bonus to its weapon damage rolls.

* ***Transmutation - Alchemist’s Stone***: You gain two skill points in Academics (alchemy). If you spend 8 hours practicing alchemy you can create an Alchemist's Stone. When you create the Stone, choose the benefit from the following options:
	+ Darkvision out to a range of 12 m.
	+ As long as the creature is not over-encumbered, their speed increases by 2 m.
	+ Advantage with Vitality saving throws.
	+ Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).

You can benefit from the Stone yourself or give it to another creature. Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your Stone if the Stone is on your person. If you create a new Alchemist's Stone, the previous one ceases to function.

* ***War Magic - Overcharge***: Whenever you successfully end a magical effect by casting Dispel Magic or prevent a spell from being cast with Counterspell, you absorb some fleeting Soul energy from the magical effects you terminate by gaining one use of Overcharge. In addition, whenever you complete a short rest, you gain one use of Overcharge. Once per turn, whenever you deal damage with a spell you cast you may spend one use of Overcharge to deal more damage. The bonus damage equals half your total level and is of one of the damage types the spell you cast deals (your choice). You can store a number of Overcharge uses equal to your Intelligence modifier (minimum of 1). When you complete a long rest, you lose all uses of Overcharge you have stored except for one.

#### **Level 7**

General Upgrade [***Occult Student***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 8**

Ability Score Improvement or Feat [***Occult Student***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 9**

General Upgrade [***Occult Student***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 10**

Arcane Tradition [***Occult Student***]

* ***Abjuration - Potent Denial***: Whenever you cast an abjuration spell that requires you to make an ability check as part of the spell’s description, you receive a bonus to the ability check equal to your proficiency bonus.
* ***Conjuration - Unrivaled Focus***: You cannot lose your concentration by taking damage when you are concentrating on a conjuration spell.
* ***Divination - Mind’s Eye***: Once per short or long rest, you may gain a benefit to your perceptive ability that lasts until you start a short or long rest, or until you are incapacitated. Spend an action and choose one benefit below:
	+ ***Darkvision***: You gain darkvision out to a range of 12 m.
	+ ***Ethereal Sight***: You can see into the Ethereal Plane out to a range of 12 m.
	+ ***Greater Comprehension***: You can read any language.
	+ ***See Invisibility***: You can see invisible creatures and objects within 6 m of you that are within line of sight.

* ***Enchantment - Twice the Charm***: You can target an additional creature whenever you cast an enchantment spell of 1st level or higher that targets only one creature.

* ***Evocation - Empowered Evocation***: Once per turn, you can add your Intelligence modifier to one damage roll of any evocation spell you cast.
* ***Illusion - Duplicate***: Once per short or long rest, you may interpose an illusory duplicate of yourself in front of an attack that would hit you. As a reaction, the illusion takes the hit, the attack misses you, after which the illusion dissipates.
* ***Necromancy - Un-lifeforce***: Your hit point maximum can’t be reduced, and you receive resistance to necrotic damage.
* ***Transmutation - Biomancy***: Once per long rest, you can cast Polymorph as Soul Mastery. This casting of Polymorph allows you to target an additional creature.
* ***War Magic - Defensive Chant***: While you maintain concentration on a spell, you gain a +2 bonus to AC and all saving throws.

#### **Level 11**

General Upgrade [***Occult Student***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 12**

Ability Score Improvement or Feat [***Occult Student***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 13**

General Upgrade [***Occult Student***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 14**

Arcane Tradition [***Occult Student***]

* ***Abjuration - Prismatic Ward***: You gain advantage on saving throws against spells, and you gain resistance against damage dealt by spells.
* ***Conjuration - Bolster***: Any creature that you summon or create via a conjuration spell receive 30 temporary hit points.
* ***Divination - Epiphany***: You roll three d20 for your Premonition ability, rather than two.
* ***Enchantment - Memnomancy***: When you cast an enchantment spell that causes one or more creatures to be charmed by you, you can prevent one charmed creature from realizing that it is charmed. In addition, once before the spell expires, you can attempt to erase memories of one charmed creature. Spend an action and target one creature currently being charmed by you. The creature must succeed on Int/Cun saving throw against your spell save DC. On a fail, the creature forgets a number of hours equal to 1 + your Manipulation modifier (minimum 1). You decide which hours the creature forgets of its time being charmed and you can decide to make the creature forget less time. The amount of time can't exceed the duration of your enchantment spell.
* ***Evocation - Overchannel***: When you cast a spell of 5th level or lower (excluding cantrips) that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this ability 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 ability again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
* ***Illusion - Delusions of Grandeur***: As a bonus action, you may make one inanimate, nonmagical object that is a part of an illusion real when you cast an illusion spell of 1st level or higher. The object becomes tangible for 10 rounds. The object can't deal damage or otherwise directly harm anyone.
* ***Necromancy - Necromantic Mastery***: Target an undead that you can see within 12 m of you and spend an action. That undead must succeed on an Int/Cun saving throw or become friendly to you. If the undead succeeds this saving throw it cannot be targeted again by this ability. How effective this ability depends upon the undead’s intelligence ability score.
	+ If the undead you target possesses an Intelligence score of 8 or higher, the undead receives advantage on the saving throw.
	+ If the undead you target possesses an Intelligence score of 12 or higher and fails its initial saving throw, it can repeat the saving throw at the end of every hour until it breaks free from this ability.
* ***Transmutation - Mystic Release***: As an action, you can release the power within your Alchemist's Stone to create one powerful effect of your choice:
	+ ***Flexible Transmutation***: You can transmute one nonmagical object—no larger than a 1 m cube into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.
	+ ***Elixir***: You remove all curses, diseases, and poisons affecting a creature that you touch with the Alchemist's Stone. The creature also regains all its hit points.
	+ ***Regeneration***: You cast the Raise Dead spell on a creature you touch with the Alchemist's Stone as Soul Mastery.
	+ ***Restore Youth***: You touch the Alchemist's Stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.

When you use this ability, your Alchemist's Stone is destroyed and can't be remade until you finish a long rest.

* ***War Magic - Arcane Veil***: Whenever you use your Minor Shield ability, up to three creatures of your choice that you can see within 12 m of you each take force damage equal to half your total level.

#### **Level 15**

Improved Magical Upgrade [***Occult Student***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 30 Potential

* Three skill points to assign in any skill or skills of your choice, or to store
* +1 to an ability score of your choice
* Pick a feat from the feat list

#### **Level 16**

Ability Score Improvement or Feat [***Occult Student***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 17**

General Upgrade [***Occult Student***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 18**

Spell mastery [***Occult Student***]

Choose a 1st-level spell and a 2nd-level spell. You can cast those spells at their lowest level as Soul Mastery.

#### **Level 19**

Ability Score Improvement or Feat [***Occult Student***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 20**

Superior Spell Mastery [***Occult Student***]

You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level spells that you know. Once per short or long rest, you can cast them as Soul Mastery.