Occultist
Collector of occult secrets.
Gain a talent related to the occult, and gain expertise in that talent.
Core Feats
Eldritch Invocations
Forbidden knowledge leaves its mark. The fragments you’ve gathered — half-remembered rites, names better left spoken aloud, diagrams that rearrange themselves when you look away — settle into you as eldritch invocations. You know a number of invocations equal to your Prowess, chosen from the list below, and can replace one with another when you take the Level Up downtime activity.
- See in Darkness
- You have Darkvision, and your sight pierces magical darkness as readily as ordinary darkness.
- Read Any Writing
- You can read and understand any written language.
- Warded
- You can spend 1 AP and mark 1-fatigue to gain the effect of the armor charm cast on yourself, without an upcast, treating your +CUNNING as your +SPELL if you don’t have one.
- Beast-Tongue
- You can spend 1 AP to gain the effect of the speak with animals charm cast on yourself, without an upcast.
That same forbidden lore lets you turn a creature’s own fate against it. Spend
- you add your Prowess to your damage rolls against it;
- your attack rolls against it score a critical hit on a strong hit;
- when it dies, you gain temporary
hit points equal to your +CUNNING.
The curse ends early if the cursed creature dies or you fall unconscious.
You’re proficient with
Esoteric Spellcasting
Your magic isn’t born in you or drilled into you—it’s gathered. You hunt down occult trinkets, study them until they give up their stories, and coax the magic sleeping inside into waking. You call these trinkets your esoterica, and a caster’s whole art, for you, is laying hands on the right one at the right moment. Your spellcasting ability is +CUNNING.
You begin knowing a total number of cantrips and non-rare charms castable with those cantrips equal to +SPELL plus your Prowess plus 3, each drawn from any spell list—your magic answers to no single tradition.
You don’t
You add to your esoterica during downtime. Take the