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We aren't ready for the first draft of the Occultist, but while that's simmering I figured I'd share something of a preview for it in the form of some of the spells it would be getting.

The Occultist will launch with ~20-30 new spells (the Wizard has about 34 unique spells to it); this is 9 of those new spells, so about half to a third of the list. In addition to these spells, they will of course have access to a large number the existing spells.

Some of these spells aren't unique to occultist, and will appear on the Wizard, Warlock, Sorcerer, or Bard lists (and a few will probably be making their way to the Cursemith).

Some of these are spells I've had for awhile, but some of them are new; they are all at least slightly playtested, but some of them will probably go through more refinement before they make it to the final version; feel free to let me know if you have any thoughts or suggestions.

Files

5e Spells - Occultist Spells by

5e Spells - Occultist Spells by - Created with GM Binder.

Comments

Robyrt

Fun stuff! I love the unsettling theme of these spells. Setting aside typos and formatting, here are some mechanical comments: Crippling Agony has no range. Disorient interacts pretty poorly with intelligent enemies. If I'm reading it right, the optimal response is to make 12 saving throws immediately and hope you end up in roughly the same spot, turning this into 2nd level Command with a wall bounce rider even against enemies that it should work on. If this merely replaces 5 feet of your movement, it's not worth a spell slot at all, basically a Ray of Frost that instead of dealing damage inflicts disadvantage for one round. I'm not sure that Animate Shadow works with timing rules. If you want this to be better than the normal summon spells, you could just say "You may use your reaction to command the shadow to move and attack as you direct". Rain of Spiders should specify whether the spiders are hostile to other creatures. Should Spiritual Consultation consume its material component? 1gp isn't much of a barrier otherwise. The formatting here is particularly weird, considering that an ephemeral spirit with no stats is unlikely to use INT/WIS skill checks with other attributes. I'd simplify this to "You have proficiency in that skill for the duration. Alternatively, you can have the spirit make the check, with a +8 modifier. The spirit moves to follow you, remaining no more than 5 feet away from you. It remains for the duration or until you choose to release it." Wither works as written but it's very weird to be both immune and vulnerable to the same damage type. How about just "A withered creature gains vulnerability to fire damage, unless they are immune to fire damage"?