The moon glows bright along the dark night sky, the distant wolf howl sends chills and shivers down your back. You have stumbled upon a grove full of ancient runes, a pulsing hum emanates from them as dark energy fuses into the earth and trees nearby. Sinister shadows shift and form around you, lured by dark desires and fresh death. A dagger raised, the hooded figure stood above the unconscious victim, soon to be a sacrifice for a greater and darker entity. 

Continuing our trend with some more Gothic horror inspired ideas, I thought back to the sort of demonologist sort of character. The kind that has unearthly knowledge about the paranormal or occult, more so than the average bookworm. We’re talking about a specialist, learning and master arts that many could consider either too alien or unorthodox. On the other hand, we have a Cleric domain that focuses on breaking the veil of mystery and illusions, shining as a beacon against the night.

If you want to check out our Ur-Priest Warlock and Urban Ranger ideas, click here.

Occultist Tradition – New Wizard Tradition

A mad occultist scribbling ancient, eldritch text. Image by Paizo Publishing

The mage had gathered the material components and spent many nights mastering the incantations for the ritual. Months of planning, all for a singular moment of cosmic convergence. The preparations were ready, the sacrifice made, and the only left was the hour of reckoning.

Dark Knowledge. Starting at 2nd level, the Occultist learns Abyssal and Infernal as languages. You also become proficient in the History and Religion skills. Additionally, the Occultist adds double their proficiency bonus on Intelligence-skill checks regarding aberrations, fiends, demons, celestials, other planes of existence, and undead.

Dread Tactics. Starting at 2nd level, the Occultist’s extensive knowledge of extraplanar entities has granted them insight on how to defeat such creatures. As a bonus action, the Occultist can target a creature they can see within 120 feet of them. The Occultist knows the target’s vulnerabilities, immunities, and resistances. The occultist also knows any special effects triggered when the target takes damage, such as fire halting regeneration. The Occultist has advantage on saving throws from spells and abilities made from the target. This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.

Dark Ritualist. At 6th level, the Occultist’s extensive studies grants them access to powerful rites found only in the most pious and zealous of doctrines. The Occultist can add ritual spells from the Cleric spell list to their spellbook whenever they gain levels in the Wizard class or whenever they copy such a spell from a spell scroll.

Cunning Negotiator. At 10th level, the Occultist has mastered the art of making pacts and deals through their intellect and research. The Occultist can add their Intelligence modifier whenever they make a Charisma-skills check.

Irrevocable Summoner. At 14th level, the Occultist gains the banishment, magic circle and planar binding spells in their spellbook if they do not have them already. These additional spells do not count against the Wizard’s normal two spells learned during each level increase. If the Occultist already has these spells in their spellbook, they may learn an additional spell in the same spell-level. Whenever the Occultist casts the planar binding spell on target creature, the target has disadvantage on its Charisma saving throws to be bound into service. Additionally, creatures summoned or created by a conjuration spell you cast gain temporary hit points equal to your Wizard level.

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Moon Domain – Cleric Domain

A moon cleric playing a song of lament

The moon shined brightly over the veil of the night, it’s paraselene gave a soft and comforting glow against the cold air. Beneath the uncertainty of the dark, the light continues to illuminate and guide towards a promised tomorrow. Let not illusion or charm deny the truth and its tenants, may it burn and unveil all lies and deceptions. 

Moon Domain Spells

Level     Spells
1st bless, hunter’s mark
3rd darkvision, moonbeam
5th blink, dispel magic
7th banishment, hallucinatory terrain
9th dispel evil and good, scrying

Mysteries of the Moon. Starting at 1st level, you gain the faerie fire cantrip, this does not count against your total of cantrips known. Additionally, you do not impose disadvantage in Wisdom (Perception) checks that rely on sight while in a dim-light area, and you have disadvantage on Wisdom (Perception) checks that rely on sight while in a heavily-obscured area.

Moonfire. At 1st level, you channel moonlight into your eyes, turning them into fiery wisps and project beams of radiant energy. As an action, you eyes illuminate with radiant moonlight, your vision is treated as if having Darkvision up to 60 feet. Additionally, you may choose a hostile creature you can see within 30 feet of you and make a ranged spell attack. On a hit, the creature takes radiant damage equal to 2d10 + your cleric level. If the creature has the shapechanger subtype, it takes an additional 2d10 radiant damage. 

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Silvery Awe. Starting at 2nd level, you can use your Channel Divinity to capture creatures in your allure just like the moon itself. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. On a failed save, the creature is charmed by you and reveres you as an unearthly spectacle until dealt damage or forced to make a saving throw. A creature that succeeds their saving throw cannot be charmed by this feature for 24 hours.

Channel Divinity: Moonlight Cleanse. Starting at 6th level, you can use your Channel Divinity to dispel enchantments and illusions. You can use your action to choose any creature, object, or magical effect within 60 feet. For each spell effect, you make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. This feature only applies to spells from the enchantment and illusion schools.

Potent Spellcasting. At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Moonfire Transcendance. At 17th level, your moonfire becomes a paraselene that surrounds you. You can use action to activate an aura of moonfire that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Enchantment and illusions spells of 3rd-level or lower automatically fail when cast within your light. Additionally, you and target creatures within your light have advantage on saving throws against enchantment and illusion spells.


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