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# Occultist

There is only one occultist, and your one unique thing should account for your knowledge and mastery of powers hidden and occluded.

# Ability Scores

The occultist gains a +2 class bonus to Intelligence or Wisdom, as long as it isn’t the same ability you increase with your +2 species bonus.

# Skills

Occultists get 2 skill points in any Intelligence or Wisdom skill like Craft, History, and Perception.

# Gear

At 1st level, the occultist starts with the embroidered robes, secret scrolls, and runic vestments that you would expect from someone with such arcane power. He might have a small item that looks like a harmless bauble but whose markings become more intricate and mesmerizing the longer it’s viewed. To defend himself, he has a staff or a dagger hidden under his robe. He also has some personal possessions left over from his earlier life.

# Gold Pieces

The occultist start with 25gp.

# Armor

Armor Type Base AC Atk Penalty
None 10
Light 11
Heavy 13 -2
Shield +1 -2

# Melee Weapons

Weapon Type One-Handed Two-Handed
Small LEVELd4 dagger LEVELd6 club, staff
Light or Simple LEVELd6 (-2 atk) mace, shortsword LEVELd8 (-2 atk) spear
Heavy or Martial LEVELd8 (-4 atk) longsword, warhammer LEVELd10 (-4 atk) greatsword

# Ranged Weapons

Weapon Type Thrown Crossbow Bow
Small LEVELd4 dagger, dart LEVELd4 hand crossbow
Light or Simple LEVELd6 (-2 atk) javelin LEVELd6 (-1 atk) light crossbow LEVELd6 (-2 atk) shortbow
Heavy or Martial LEVELd8 (-4 atk) heavy crossbow LEVELd8 (-5 atk) longbow

# Level Progression

Occultist Total Hit Points Total Feats Class Talents (H) 1st level spell (H) 3rd level spell (H) 5th level spell (H) 7th level spell (H) 9th level spell (H) Level-up Ability Damage Bonus From Ability Score
Level 1 Hybrid (Avg. of both classes) x 3 As 1st level PC 1 or 2 (3 total) 3 Not affected ability modifier
Level 1 (6 + CON mod) x 3 1 adv 4 4   ability modifier
Level 2 (6 + CON mod) x 4 2 adv 4 5   ability modifier
Level 3 (6 + CON mod) x 5 3 adv 4 2 3   ability modifier
Level 4 (6 + CON mod) x 6 4 adv 4 6 +1 to 3 abilities ability modifier
Level 5 (6 + CON mod) x 8 4 adv; 1 champ 5 3 3   2 x ability modifier
Level 6 (6 + CON mod) x 10 4 adv; 2 champ 5 7   2 x ability modifier
Level 7 (6 + CON mod) x 12 4 adv; 3 champ 5 4 4 +1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 4 adv; 3 champ; 1 epic 6 9   4 x ability modifier
Level 9 (6 + CON mod) x 20 4 adv; 3 champ; 2 epic 6 4 5   4 x ability modifier
Level 10 (6 + CON mod) x 24 4 adv; 3 champ; 3 epic 6 10 +1 to 3 abilities 4 x ability modifier

(H): Indicates columns in which hybrid characters lag one level behind.

# Stats at 1st Level

Ability Bonus +2 Intelligence or Wisdom (different from species bonus)
Initiative Dex mod + Level
Armor Class (no/light armor) 11 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier
Recoveries 8
Recovery Dice (1d6 x Level) + Con mod
Skills 2, max 5 in any one skill
Relationships 3 points
Talents 4
Feats 1 per Level

# Basic Attacks

# Melee Attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: Damage equal to your level


# Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss:


# Class Features

# Arcane Implements

You use arcane power to alter fate. While wands and staffs are designed for casting spells that are different from the spells you use, given a little time you can bend such an implement to your will.

# Epic Feat

If you find a magic weapon that isn’t an arcane implement but that calls to your soul, you can bend it to your will and use its attack and damage bonus for spellcasting also. Any other arcane benefits you gain from the weapon are at the GM’s discretion.


# Delayed Magical Healing

Magical healing effects heal you one round after the effect would normally be applied. You gain the healing at the start of the turn of whoever applied the magical healing effect, or at the start of your next turn if you drank a healing potion or found some other way of magically healing yourself during your last turn. This doesn’t apply outside of combat or when you rally.

# Adventurer Feat

Your baseline hit points are 7 instead of 6.

# Champion Feat

Once per battle when a healing effect would be applied to you, you can roll a save (11+). If you succeed, you get the healing immediately. If you fail, lose a hit point.

# Epic Feat

Increase your total recoveries by 1. Once per full recovery as a free action when a natural attack roll of 17 or less hits you, you take only half damage from that attack instead.


# Focus and Spellcasting

Wielding your arcane power of reality requires two steps. First, you take time to focus your mind. Once you have this focus, you can cast a spell. Casting a spell generally expends your focus, though there will be exceptions depending on the spell.

Gaining your focus requires a standard action, and it draws opportunity attacks just like using a ranged attack does. (The “range” in this case is “beyond this world.”) You can cast most of your spells only in response to an event, typically during an enemy’s turn or an ally’s turn.

# Adventurer Feat

When you cast a spell and retain your focus, you gain a +2 bonus to all defenses until the start of your next turn.

# Champion Feat

While you have your focus, when an enemy misses you with an attack, it takes psychic damage equal to your level.

# Epic Feat

The “retain focus” range of your occultist spells increases by 2 (for example, 1–5 would be 1–7).


# Rebuke

With focus, you can pummel someone with their own negative karma. In addition to the spells you normally know based on your level, you also know karmic rebuke. There are no feats associated with this spell, but you can improve it with the Superior Rebuke talent.

Karmic rebuke requires a quick action instead of an interrupt action. It’s designed so you can cast it during your turn when you’ve retained your focus, then use your standard action to get your focus back that same turn.

# Karmic Rebuke

Close-quarters Spell

At-Will Quick Action to cast

Expend Focus

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 1d6 + Wisdom psychic damage.

Higher Level Effect
3rd 3d6 damage.
5th 5d6 damage.
7th 5d8 damage.
9th 7d10 damage.

# Uniqueness

You’re the only occultist. Your one unique thing should address your identity as the occultist, but you need to contribute your own personal take on the character just like you would with a dwarf fighter or other character class. A character’s unique concerns story material beyond a class description, yours included.


# Spell Choices and Flexible Recharge

Like a standard spellcaster, you choose the spells you will be able to cast after each full heal-up. When you successfully recharge a spell, you can regain any spell of that spell’s level, not necessarily the same spell again. In effect, you roll to recharge that level’s spell slot.

# Adventurer Feat

Once per full recovery, you can automatically succeed on a recharge roll that’s 6+ (but not 11+ or 16+).

# Champion Feat

Once per full recovery when you recharge a spell (usually during a quick rest), you can make a recharge roll for a recharge spell even if you haven’t expended that spell (allowing you to have an additional use of that spell available).

# Epic Feat

Once per full recovery, you can automatically succeed on a recharge roll.


# Class Talents

Choose four of the following class talents. You get an additional occultist class talent at champion tier, and again at epic tier.

# Air of Exuberance

You can replace Intelligence with Charisma when casting your occultist spells. You also gain Charm Person as a bonus spell at your class level.

# Adventurer Feat

Whenever you retain focus with an Occultist spell, you gain temporary hit points equal to your Charisma modifier, twice at champion tier, and thrice at epic tier).

# Champion Feat

When you hit an enemy with Karmic Rebuke, deal psychic damage equal to your level to a different nearby enemy.

# Epic Feat

Once per battle, when you are missed by an attack, the attacker takes the miss effect, and you take no damage.


# Blade of Castigation

You gain the Martial Rebuke power, which you can use instead of Karmic Rebuke to expend your focus on your turn.

# Martial Rebuke

Close-quarters Spell

At-will

Quick Action

expends focus

Effect: Make a basic melee attack.

# Adventurer Feat

On a natural 5, 10, 15, or 20 on the attack roll, you can teleport to a nearby location after making the attack.

# Champion Feat

Increase the WEAPON damage dice of the attack by one step (1d4 to 1d6 for a dagger, or 1d8 to 1d10 for a longsword).

# Epic Feat

If the target is staggered, increase your critical threat range with this attack by your Intelligence modifier.


# Brain-Melting Secrets

When you hit with a spell attack that deals psychic damage, one target of the attack can’t attack you during its next turn this battle unless you are the only nearby enemy.

# Adventurer Feat

The effect works whenever you hit an enemy with a spell, not only one that deals psychic damage.

# Champion Feat

You are immune to the confused and dazed conditions. In addition, charm, fear, sleep, and similar mental effects have no effect on you.

# Epic Feat

Once per battle when you deal psychic damage to an enemy, if it has 300 hp or fewer, you can also weaken it (save ends).


# Child of Prophecy

Gain a bonus occultist spell.

Choose a damage type, such as physical weapons or fire. You are vulnerable to this damage type.

# Adventurer Feat

Gain a 3-point skill related to the prophecy.

# Champion Feat

Gain the adventurer feats of all occultist spells you know.

# Epic Feat

Gain the champion feats of all occultist spells you know.


# Hewer of Truth

You can use an edged melee weapon without an attack penalty. You can use Intelligence instead of Strength for your attack rolls with that weapon, and Wisdom instead of Strength for your damage rolls. In addition, when you hit an enemy engaged with you with a spell, you can cause a small amount of extra harm to that foe with your weapon. The target takes ongoing damage equal to your melee attack miss damage.

# Adventurer Feat

Twice per full recovery when an enemy engaged with you misses you with an attack, you can deal ongoing damage to it equal to your Wisdom modifier + Level as you give it a quick slice you’re your weapon, double your Wisdom modifier at champion tier, and triple it at epic tier.

# Champion Feat

While you have your focus, you gain a +4 bonus to opportunity attacks.

# Epic Feat

Once per full recovery when you hit an enemy with karmic rebuke, you can make a basic melee attack as a free action.


# Icon Channeler

Special: You cannot take this talent if you have taken the Icon Envoy talent.

You have three fewer relationship points than normal (i.e. none at adventurer tier, one at champion tier, and two at epic tier). Instead, when all the characters get to allocate relationship points, you get an advantage as though you have 3 points with any one occult relationship you choose. Like any other character, you can gain occult relationship points through extraordinary story events. Remember, just because an occult relationship is out to kill you doesn’t mean you have negative relationship points. Points represent the utility of a connection in the story not its strength. If you encounter occult relationships other than the standard ones, you can probably talk the GM into letting you align your soul to them, but expect it to cost you.

# Adventurer Feat

Choose three occult relationships when you take this feat. Each time you apply the effects of Icon Channeler to occult relationships, you gain an advantage as though you had 6 points with those occult relationships.

# Champion Feat

As the adventurer feat, except that you can also choose three more occult relationships (six total).

# Epic Feat

Each time you apply the effects of Icon Channeler to occult relationships, you gain an advantage as though you had 9 points with those occult relationships.


# Icon Envoy

You cannot take this talent if you have taken the Icon Channeler talent.

Each time characters get to barter for relationship advantages and roll a persuasion check, declare which player will get at least a 16 with one of their relationships before the rolls. The player rolls one of their checks for that relationship before the others. That first roll counts as a 16 unless that player rolls higher. Roll all other relationship checks normally.

# Adventurer Feat

Once per level, instead of working with the relationships your ally has, give an ally a 16 with a relationship they don’t already have a relationship with.

# Champion Feat

If the first roll for the called relationship is even, it counts as a 20 instead of a 16.

# Epic Feat

If the first roll for the called relationship is odd, you can declare a second player and one of their relationships, and have them roll one persuasion check the same way.


# Karmic Cure

You gain the Karmic Cure power, which you can use instead of Karmic Rebuke to expend your focus on your turn.


# Karmic Cure

Close-quarters Spell

At-will

Quick Action

Expends focus

Effect: You or a nearby ally can use a recovery to heal.

# Adventurer Feat

Add your Wisdom modifier to the amount healed, twice at champion tier, and thrice at epic tier).

# Champion Feat

The recoveries granted by this ability use exploding dice (roll an extra die for each that comes up as maximum).

# Epic Feat

If the escalation die is odd, the target can spend a second recovery. If it is even, a second target can spend a recovery.


# Knight of the Abyssal Gate

You can wear heavy armor and use a shield at no attack penalty.

# Adventurer Feat

Gaining focus no longer provokes an opportunity attack.

# Champion Feat

Increase your recovery dice to d8.

# Epic Feat

While you have focus, you have a +1 bonus to all defenses.


# Otherworld Shadow

A shadow self haunts and lurks near you most of the time, sometimes an actual shadow on a wall, but other times only a presence sensed just over your shoulder. Once per full recovery as an interrupt action, negate all damage and effects from an enemy’s attacks against you that turn as your shadow absorbs them. Using this talent’s power means you avoid damage from a monster’s multiple attacks if it has them. It also works against multiple attacks from mooks in the same mob working on the same initiative count, but not attacks from multiple non-mook monsters.

# Adventurer Feat

Your shadow grants you greater personal resilience: increase your total recoveries by 1.

# Champion Feat

Once per full recovery as a free action, you can end all ongoing damage affecting you as you pass off the damage to your shadow.

# Epic Feat

Once per full recovery as a free action, you gain a fear aura that affects each enemy attacking you or engaged with you. The hit point threshold for the fear effect is the standard value for a monster five levels above you. Allies are not subject to the fear effect unless they cast a spell that targets you or otherwise interact with you directly in some way. Even in this case, that ally can spend a move action to be immune to your shadow’s fear aura for one round.

PC Level Fear Threshold HP (Level + 5)
1 30
2 36
3 48
4 60
5 72
6 96
7 120
8 144
9 192
10 230

# Planar Chaos

Whenever you roll a natural 1, 7, 13 or 19 on a d20 roll for an occultist spell, you can roll on the psion High Weirdness table and gain an at-will psion spell of up to your level, which you can cast once that battle. Roll 1d6 to see whether you get an attack (1-2), defense (3-4), or iconic spell (5-6). You can choose iconic spells from any icon that you have a relationship with.

# Adventurer Feat

Once per battle, gain a once-per-battle psion spell instead. In addition, you can use this talent without rolling for High Weirdness.

# Champion Feat

Once per full recovery, gain a full recovery psion spell instead.

# Epic Feat

When you gain a psion spell with this talent, also roll 1d6 on the warp talent for that spell type.


# Reeds of Rectitude

You can use a ranged weapon without attack penalty. You can use Intelligence instead of Strength for your attack rolls with that weapon, and Wisdom instead of Strength for your damage rolls.

You can also target far away enemies with your occultist spells that only target nearby enemies, at a -2 penalty to the attack roll.

# Adventurer Feat

If you also have the Blade of Castigation talent, you can make a basic ranged attack with Martial Rebuke, instead of a melee attack.

# Champion Feat

Once per battle, when you miss with a ranged weapon attack, deal half damage.

# Epic Feat

While you have focus, you ignore the resistances of any enemy you attack with a ranged weapon attack.


# Stance of Necessity

Twice per full recovery as a quick action, you can gain a +4 bonus to all defenses. The protection lasts until the end of the battle and is in effect while you do NOT have your focus. The bonus also ends when an attack hits you while you don’t have your focus.

# Adventurer Feat

You can guard a nearby ally instead of yourself (you don’t have to see that ally). The defense bonus ends if either you or the ally is hit while you don’t have your focus.

# Champion Feat

Your Stance of Necessity uses are now recharge 16+ instead of full recovery.

# Epic Feat

When an enemy misses you with an attack while you don’t have your focus, it takes psychic damage equal to triple your Wisdom modifier + Level.


# Superior Rebuke

The first time each round that you expend your focus to cast a spell as an interrupt action and fail to retain your focus, roll a d20 afterward. On an 18–20, you can also cast karmic rebuke as a free action, using that roll in place of your attack roll. You can use this talent again during a later round in the battle once you have your focus again.

# Adventurer Feat

You can also make the karmic rebuke attack when the d20 roll is 2–4 (low monster MD plus an escalation die bonus often means you’ll still hit).

# Champion Feat

You can also make a karmic rebuke attack as a free action when you roll a natural 5, 10, 15, or 20 on initiative, even if you don’t have your focus.

# Epic Feat

One battle per full recovery as a free action, you can enhance your karmic__rebuke. When you enhance it, enemies are vulnerable (crit range expands by 2) to your karmic rebuke attacks until the end of the battle or until you score a critical hit with the attack.


# Unwinding the Soul

When you cast a spell and roll a natural 11+ with the attack, after the attack you can “unwind” the target as a free action, making it vulnerable to your attacks until the end of the battle. You can unwind only one enemy at a time, so if you choose to unwind a different enemy, the previous foe is no longer vulnerable to your attacks.

# Adventurer Feat

You can now unwind a second enemy, but if you unwind a third, the first enemy is no longer vulnerable. You can also take this feat multiple times, allowing you to unwind another enemy each time you select it.

# Champion Feat

You can now unwind an enemy with any attack roll other than a natural 1 when you cast a spell, instead of only on an 11+.

# Epic Feat

When you attack an enemy that you have begun to unwind and roll a natural 11+ against it, it takes extra psychic damage equal to your Wisdom modifier + Level from all subsequent hits by you or your allies.


# Vengeful Mind Shard

Choose a flexible attack from the fighter class, of up to your level. However, instead of basic attacks, you trigger this maneuver with the attack roll of your Karmic Rebuke class feature.

If you have the Blade of Castigation talent, you can trigger the maneuver with Martial Rebuke.

# Adventurer Feat

Choose a fighter talent that can be used once per battle. You can use this talent once per full recovery, but you must expend your focus to do so.

# Champion Feat

Gain a second fighter maneuver, two levels lower than your class level.

# Epic Feat

The first time you use Karmic Rebuke (or Martial Rebuke) in a battle, you have advantage on the attack roll.


# Warp Flesh

When you cast a spell that targets Mental Defense and the target has a higher MD than PD, the attack “twists” and targets PD instead. When a spell twists this way, it deals force damage instead of its normal damage type.

# Adventurer Feat

When you cast a spell that twists, you gain temporary hit points equal to your Wisdom modifier, double your Wisdom modifier at champion tier, and triple it at epic tier.

# Champion Feat

When you score a critical hit with a spell, the target also takes ongoing force damage equal to double your Wisdom modifier (triple it at 8th level). The ongoing damage isn’t doubled by the crit.

# Epic Feat

Once per battle when you hit an enemy with a spell, you can negate all of the target’s resistances (hard save ends, 16+). This effect occurs even if the target’s PD is higher than its MD.


# Watch the World Burn

Change all psychic damage you deal to fire damage, and the damage dice are exploding dice (roll any die that shows up as the maximum again and add the reroll).

# Adventurer Feat

When you target an enemy with an occultist spell, and you would retain focus, you can expend your focus instead and deal 1d6 per level (exploding dice) fire damage to the target. You can do this even on a miss.

# Champion Feat

Whenever you roll extra damage dice from exploding dice, also deal the extra damage to a second nearby enemy.

# Epic Feat

Once per full recovery, attack one nearby enemy per Intelligence modifier with an occultist spell that only has one target.


# Fangs of the Horned Serpent (5th Level+)

You gain the Fangs of the Horned Serpent power, which you can use to expend focus on your turn instead of Karmic Rebuke.


# Fangs of the Horned Serpent

Close-quarters Spell

Once per battle

Quick Action

Expends focus

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 10 + Wisdom modifier ongoing poison damage

Higher Level Effect
7th 20 ongoing damage
9th 30 ongoing damage

Miss: Poison damage equal to your level + Wisdom modifier

# Champion Feat

Hit or miss, deal lightning damage equal to your Wisdom modifier, twice at champion tier, and thrice at epic tier, to 1d4 nearby enemies.

# Epic Feat

On a natural even hit, an ethereal snake wraps itself around the target, causing it to be hampered until the end of your next turn.


# Spatial Warp (5th Level+)

Once per battle, when you retain focus while casting an occultist spell, you can teleport to a nearby location you can see as a free action.

# Champion Feat

On a natural even roll, you can teleport the target instead. If you do, deal your level in psychic damage to it.


# Temporal Slip (5th Level+)

Once per battle, you can use a second interrupt action between two of your turns.

# Champion Feat

You can now use this talent twice per battle.

# Epic Feat

You can use interrupt actions as long as you have focus.


# Event Horizon (8th Level+)

You gain the Event Horizon power, which you can use to expend focus on your turn in place of Karmic Rebuke.


# Event Horizon

Close-quarters Spell

Full Recovery

Quick Action

Expends focus

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 2d4 x 10 + Wisdom psychic damage and the target is stunned until the end of your next turn.

Miss: The target can choose to either take half damage, or let a different nearby enemy suffer full damage (but no stun).

Higher Level Effect
9th 3d4 x 10 damage
# Epic Feat

On a natural 18+, the stun effect is “save ends.”


# Transcendence (8th Level+)

You gain 5-point skill towards a transcendence skills. This skill represent your connection to a shared universal conscience. If you close your eyes for a few seconds, you can merge with the font of all knowledge and dig up even the most remote and obscure insight that is beyond mere mortal comprehension.

You also gain a bonus occultist spell.

# Epic Feat

Increase the transcendence skill to 7.


# 1st Level Spells

# Auramancy

Close-quarters Spell

Recharge 6+ after scene

Target: A nearby person or object

Effect: You detect any unusual, supernatural connection on the target, such as arcane powers, a relationship, strong devotion to a god or a pact with a devil. You sense the general nature of the aura, and you can discern details with a successful skill check. A completely mundane object or person gives off no information.

# Adventurer Feat

When you have this spell, you have a hunch when you are in the presence of avery strong aura, although you still have to cast the spell to locate it.


# Better Yet, Here

Close-quarters Spell

At-Will

Interrupt Action to cast

Expend Focus

Trigger: One of your allies hits a nearby enemy with an attack.

Target: The enemy hit by the attack

Attack: Intelligence + Level vs. MD

Hit: The target takes 2d6 + Wisdom extra damage from the hit. (If your attack crits, double the damage you are adding to your ally’s attack, but not their base damage.)

Miss: The target takes extra damage from the hit equal to the spell level.

Retain Focus: 1–5.

Higher Level Effect
3rd 4d6 damage.
5th 6d6 damage.
7th 6d10 damage.
9th 8d10 damage.

# Champion Feat

When this attack drops the enemy to 0 hp or drops the last mook of a mob, you don’t expend your focus.

# Epic Feat

When the triggering ally scores a critical hit with the attack, you don’t expend your focus.


# Bitter Lessons

Close-quarters Spell

Recharge 16+ after battle

Interrupt Action to cast

Expend Focus

Trigger: A nearby enemy misses with an attack.

Target: The attacking enemy

Attack: Intelligence + Level vs. MD

Hit: 2d6 + Wisdom psychic damage, and the ally the target missed gains the same amount of temporary hit points.

Miss: Half damage, and you take the other half of the damage.

Retain Focus: 1–15.

Higher Level Effect
3rd 4d6 damage.
5th 6d6 damage.
7th 6d10 damage.
9th 8d10 damage.

# Brilliant Comeback

Close-quarters Spell

Recharge 6+ after battle

Interrupt Action to cast

Expend Focus

Trigger: A nearby ally uses a recovery.

Effect: The triggering ally can make a basic attack as a free action. Instead of using their attack bonus, that ally uses an attack bonus equal to your Intelligence modifier + 5.

Higher Level Effect
3rd Intelligence modifier +7.
5th Intelligence modifier +10.
7th Intelligence modifier +12.
9th Intelligence modifier +15.

Retain Focus: 1–15

# Adventurer Feat

The triggering ally adds hit points equal to your Wisdom modifier to the recovery, double your Wisdom modifier at champion tier, and triple it at epic tier.

# Champion Feat

The triggering ally can make an at-will attack instead of a basic attack.

# Epic Feat

The target of the triggering ally’s attack is vulnerable to that attack.


# Deja Vu

Close-quarters Spell

Recharge 16+ after the battle / scene

Interrupt Action

Expend Focus

Special: You can cast this spell out of combat. In that case, it doesn’t require, expend, or retain focus.

Trigger: You fail a skill check.

Effect: Reroll the check and add your Wisdom modifier to the roll.

Retain Focus: 1–5

# Adventurer Feat

The spell is now Recharge 6+.


# Inevitable Fall

Close-quarters Spell

Recharge 16+ after battle

Interrupt Action to cast

Expend Focus

Trigger: One of your allies attacks a nearby enemy and misses.

Target: The missed enemy

Attack: Intelligence + Level vs. MD

Hit: 4d8 + Wisdom psychic damage, and 5 ongoing psychic damage.

Miss: 5 ongoing psychic damage.

Retain Focus: 1–5.

Higher Level Effect
3rd 8d6 damage, and 10 ongoing damage; 10 ongoing damage on a miss.
5th 8d10 damage, and 15 ongoing damage; 15 ongoing damage on a miss.
7th 2d6 x 10 damage, and 25 ongoing damage; 25 ongoing damage on a miss.
9th 2d10 x 10 damage, and 35 ongoing damage; 35 ongoing damage on a miss.

# Adventurer Feat

The save to end the ongoing damage, hit or miss, is hard (16+).


# Mirific Miss

Close-quarters Spell

At-will

Interrupt Action to cast

Expend focus

Trigger: One of your allies misses a nearby enemy with an attack.

Target: The enemy missed by the attack

Attack: Intelligence + Level vs. MD

Natural Even Hit: Deal psychic damage to the target equal to 1d8 + Wisdom plus the amount of miss damage dealt by your ally.

Natural Odd Hit: Deal 1d4 + Wisdom psychic damage to the target, and your ally gains temporary hit points equal to the miss damage they dealt to the target.

Miss: You gain temporary hit points equal to the miss damage dealt by your ally.

Retain Focus: 1–5

Higher Level Effect
3rd 3d8/3d4 damage
5th 5d8/5d4 damage
7th 7d8/7d4 damage
9th 9d8/9d4 damage

# Adventurer Feat

On a natural 5, 10, 15, or 20 on your attack roll, your ally can reroll the attack. (This can turn the triggering attack into a hit, meaning zero miss damage for the purpose of this spell)


# Moment of Karma

Close-quarters Spell

At-Will

Interrupt Action to cast

Expend Focus

Trigger: A nearby enemy hits you with an attack.

Target: The attacking enemy

Attack: Intelligence + Level vs. MD

Hit: 3d6 + Wisdom psychic damage.

Miss: Damage equal to spell level.

Retain Focus: 1–5.

Higher Level Effect
3rd 5d6 damage.
5th 5d10 damage.
7th 7d10 damage.
9th 10d10 damage.

# Adventurer Feat

When the target is staggered before the attack, it’s vulnerable to this attack.

# Champion Feat

When you hit with this spell, the target also takes ongoing damage equal to double your Wisdom modifier (triple it at 8th level).

# Epic Feat

Add triple your Wisdom modifier to your miss damage.


# Momentous Distraction

Close-quarters Spell

Recharge 6+ after battle

Interrupt Action

Expend focus

Trigger: You or a nearby ally fails a disengage check.

Target: The enemy you or the ally is trying to disengage from.

Attack: Intelligence + Level vs. MD

Hit: 1d8 + Wisdom psychic damage, and the ally can reroll the disengage check.

Miss: Damage equal your level

Higher Level Effect
3rd 3d8 damage
5th 5d8 damage
7th 7d8 damage
9th 10d8 damage

Retain Focus: 1–10

# Adventurer Feat

If the disengage check is successful, the target is unable to see the person who disengaged until the end of their next turn.

# Champion Feat

Reroll the disengage checks on an even miss with the attack.


# Parallax Aegis

Close-quarters Spell

At-will

Interrupt Action

Expend focus

Trigger: A nearby ally takes damage from an enemy attack.

Target: The attacker

Attack: Intelligence + Level vs. PD

Hit: 1d4 + Wisdom force damage, and you reduce the damage taken by the ally by that amount.

Miss: Damage equal your level

Higher Level Effect
3rd 3d4 damage
5th 5d4 damage
7th 7d4 damage
9th 9d4 damage

Retain Focus: 1–5

# Adventurer Feat

On a natural even hit, the ally can pop free from the enemy.

# Champion Feat

Retain focus on 1-10.


# Rampant Reverberation

Close-quarters Spell

Recharge 16+ after battle

Interrupt Action

Expend focus

Trigger: A nearby ally deals damage to an enemy.

Target: Two enemies other than the ally’s target

Attack: Intelligence + Level vs. PD

Hit: Psychic damage equal to half the damage of the ally’s attack + your Wisdom modifier.

Miss: You take psychic damage equal to the target’s level.

Retain Focus: 1–5

# Adventurer Feat

You no longer take damage on a miss.


# Sanguine Echo

Close-quarters Spell

Recharge 6+ after battle

Interrupt Action

Expend focus

Trigger: A nearby ally uses a recovery to heal.

Effect: The 1d3 nearby allies with the lowest hit point total (including you, but triggering ally) heal hit points equal to half the recovery roll.

Retain Focus: 1–5

Higher Level Effect
3rd 1d4 allies
5th 1d6 allies

# Adventurer Feat

Nearby allies that you didn’t target with the effect can heal hit points equal to your Wisdom modifier, twice at champion tier, and thrice at epic tier.


# Secrets Revealed

Close-quarters Spell

Full Recovery

Target: A piece of writing or code

Effect: You can read the piece of writing or code as if it was written plainly in a language you know.

# Adventurer Feat

The spell can now make faded or erased writing visible.


# Timely Mistake

Close-quarters Spell

Recharge 6+ after battle

Interrupt Action to cast

Expend Focus

Trigger: A nearby enemy hits you or an ally with a natural odd attack roll.

Target: The attacking enemy

Attack: Intelligence + Level vs. MD

Hit: 1d6 + Wisdom psychic damage, and the target rerolls the attack and must use the lower result.

Miss: Damage equal to spell level.

Higher Level Effect
3rd 3d6 damage.
5th 5d6 damage.
7th 5d8 damage.
9th 7d10 damage.

Retain Focus: 1–5.

# Adventurer Feat

If the triggering attack targets one of your allies, that ally gains a bonus to all defenses against the rerolled attack equal to your Wisdom modifier.

# Champion Feat

This spell’s damage dice increase by one size (for example, d6s become d8s).

# Epic Feat

When you miss with this spell but retain your focus with the roll, the target takes double the miss damage, unless you rolled a 1.


# 3rd Level Spells

# Blood for Blood

Close-quarters Spell

At-Will

Interrupt Action to cast

Expend Focus

Trigger: One of your allies is staggered by a nearby enemy’s attack.

Target: The attacking enemy

Attack: Intelligence + Level vs. MD

Hit: 3d6 + Wisdom psychic damage, and the target is vulnerable (save ends).

Miss: Damage equal to spell level.

Higher Level Effect
5th 5d6 damage.
7th 5d8 damage.
9th 7d10 damage.

Retain Focus: 1–5.

# Adventurer Feat

The spell can now trigger when an ally is dazed, weakened, or stunned by an enemy’s attack.

# Champion Feat

On a hit, the target is now vulnerable until the end of battle.

# Epic Feat

Your retain focus range with this spell is now 1–15.


# Cromulent Embiggening

Close-quarters Spell

Recharge 6+ after battle

Interrupt Action

Expend focus

Trigger: A nearby ally scores an odd hit with a melee attack.

Effect: For this attack, and until the end of the battle, the ally increases their melee WEAPON damage dice by one step.

Retain Focus: 1–5

# Adventurer Feat

You now retain focus on 1-10.


# Diversion of Pain

Close-quarters Spell

Recharge 6+ after battle

Interrupt Action to cast

Expend Focus

Trigger: A nearby enemy of 5th level or lower hits one of your allies with an attack that could have targeted you or a different ally.

Effect: The triggering attack now targets you or a different ally of your choice as long as that creature would be a legal target of the attack. Keep the same attack roll.

Higher Level Effect
5th An enemy of 8th level or less can now trigger this spell.
7th An enemy of 11th level or less can now trigger this spell.
9th An enemy of any level can now trigger this spell.

Retain Focus: 1–15.

# Adventurer Feat

The new target of the attack gains a +2 bonus to all defenses against the triggering attack.

# Champion Feat

You can now cast this spell when a triggering enemy hits you with an attack.

Epic Feat

The new target gains resist damage 18+ against the triggering attack.


# Fortune Smiles

Close-quarters Spell

Recharge 6+ after battle

Interrupt Action to cast

Expend Focus

Trigger: A nearby ally fails a save against an effect created by a level 1–4 enemy.

Effect: That ally gains a bonus to the save equal to your Intelligence modifier.

Higher Level Effect
5th A level 5–7 effect.
7th A level 8–10 effect.
9th A level 11+ effect.

Retain Focus:

# Champion Feat

Your retain focus range with this spell is now 1–5.

# Epic Feat

When you cast this spell, choose a second nearby ally. It can roll a save against a save ends effect.


# Karmic Flip

Close-quarters Spell

Recharge 6+ after battle

Interrupt Action to cast

Expend Focus

Trigger: A nearby ally makes an attack roll against an enemy.

Target: The enemy targeted by your ally

Attack: Intelligence + Level vs. MD

Hit: 3d8 + Wisdom psychic damage. If the ally’s natural attack roll was even, it is now treated as odd, and vice versa.

Miss: Half damage

Retain Focus: 1–5

Higher Level Effect
5th 5d8 damage
7th 7d8 damage
9th 9d8 damage

# Adventurer Feat

You can now target any nearby enemy of your choice with this spell.


# Primordial Acidification

Close-quarters Spell

Recharge 16+ after battle

Interrupt Action

Expend focus

Trigger: A nearby ally scores an odd hit with a melee or ranged weapon attack.

Target: The target of the attack

Attack: Intelligence + Level vs. PD

Hit: 10 ongoing acid damage. If the target is staggered, it is also hampered.

Miss: Acid damage equal to your level + 1d6

Higher Level Effect
5th 15 ongoing acid damage
7th 20 ongoing acid damage
9th 40 ongoing acid damage

Retain Focus: 1–5

# Adventurer Feat

If the target is killed before it saves against the effect, the ooze moves onto the next enemy. Repeat the attack as a free action.

# Champion Feat

If you cast this spell while the escalation die is 5+, deal 3d6 extra ongoing damage.


# Strike of the Last Breath

Close-quarters Spell

At-Will

Interrupt Action to cast

Expend Focus

Trigger: A nearby ally drops to 0 hp or below from the attack of an enemy engaged with it .

Target: The triggering ally

Attack: Intelligence + Level vs. MD

Effect: Before the target drops, it can make a basic attack against the attacking enemy as a free action (if possible), but uses your attack roll instead. On a hit, the attack deals normal damage, and the target (your ally) takes less damage from the triggering attack equal to 3d6 + Wisdom modifier.

If the target can’t make a basic attack against the enemy making the triggering attack, this spell has no effect.

Retain Focus: 1–5.

Higher Level Effect
5th Prevent 5d6 damage.
7th Prevent 5d8 damage.
9th Prevent 7d10 damage.

# Adventurer Feat

The target can make an at-will attack instead of a basic attack.


# Surging Escutcheon

Close-quarters Spell

Recharge 6+ after battle

Interrupt Action

Expend focus

Trigger: A nearby ally uses a recovery.

Effect: The triggering ally gains a +4 bonus to all defenses until they are missed by an attack, or until the end of the battle.

Retain Focus: 1–10

# Adventurer Feat

While the halo is active, the ally also heals damage equal to the spell level whenever they are hit by an enemy attack.


# The Unknown Unknowns

Close-quarters Spell

Recharge 11+ after battle

Interrupt Action

Expend focus

Special: You can cast this spell out of combat. In that case, it doesn’t require, expend, or retain focus. Make the recharge roll at the end of the scene.

Trigger: You or a nearby ally is hit by a surprise attack, such as by a trap or a hidden enemy.

Effect: Reroll the attack and take the second result.

# Adventurer Feat

If the reroll is an odd miss, add an unexpected beneficial effect. Maybe the trap is now jammed and unable to trigger, or the enemy falls out of the tree they were hiding in.


# 5th Level Spells

# Astral Projection

Ranged Spell

Full Recovery

Effect: Your conscious self leaves your body, and you project an image of yourself and your voice in a distant location. You perceive the surroundings of the target location, and the projected image mimics your movements, but you can’t interact with the environment.

To project yourself to a specific location, you must have some connection to it. It could be that you spent a long time there, or a person you know is present. The spell lasts as long as you concentrate on it.


# Attack of the Clone

Close-quarters Spell

Cyclic (once per battle OR at-will when the escalation die is even)

Interrupt Action

Expend focus

Trigger: A nearby ally makes an at-will attack against one target.

Effect: Summon a ghostly copy of the ally that repeats the attack against a different enemy as if the ally would make the attack. The copy vanishes after making the attack.

Retain Focus: 1–5 (based on the clone‘s attack roll)


# Authorized Override

Close-quarters Spell

Recharge 16+ after battle

Interrupt Action to cast

Expend focus

Trigger: A nearby ally misses with an attack roll.

Always: The ally rerolls the attack, then makes the attack below. If the ally’s reroll was a miss, you have advantage on your attack roll.

Target: The enemy targeted by your ally

Attack: Intelligence + Level vs. MD

Hit: 7d10 + Wisdom psychic damage

Miss: You take damage equal to your level.

Retain Focus: 1–5

Higher Level Effect
7th 1d12 x 10 damage
9th 2d8 x 10 damage

# Champion Feat

If you fail to retain focus with this spell, you can pop free from all enemies as a free action.


# Awe-Inspiring Presence

Close-Quarters Power

Recharge 16+ after the scene

Effect: You make the full extent of your occult powers visible to everyone. You project an aura of such immense power that onlookers might mistake you for an angelic being or a terrible nightmare. Whichever image you choose to show, anyone with an MD of 10 + your level or less will be struck with awe and unable to approach you. Targets with a higher MD are able to shake off the effect with a successful save. If you try to use this awe to give commands or get a tribe of kobolds to worship you as a god, a skill check is in order.

This spell is best used out of combat. An aura of invincibility is quickly dispelled if everyone can see that you still bleed if shot with an arrow.

# Champion Feat

When casting the spell, gain a temporary 5-point background that you can use to leave an impression with people.


# Call of Doom

Close-quarters Spell

At-Will

Free Action to cast

Trigger: You drop to 0 hp or below or roll a death save.

Special: You can cast this spell without having your focus. If the trigger is you dropping, you cast it before you drop. If the trigger is a death save, you cast it while unconscious.

Target: The closest random nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 7d6 + Wisdom psychic damage.

Retain Focus: —.

Higher Level Effect
7th 6d10 damage.
9th 10d10 damage.

# Crooked Step

Close-quarters Spell

Recharge 16+ after battle

Interrupt Action to cast

Expend Focus

Trigger: An enemy with 100 hp or fewer moves to engage one of your allies and attacks.

Effect: The triggering enemy rerolls its attack and uses the roll of your choice. If the attack misses, that enemy isn’t engaged with your ally (i.e. it wasn’t able to move quickly/close enough).

Higher Level Effect
7th 160 hp or fewer.
9th 250 hp or fewer.

Retain Focus: 1–5.

# Champion Feat

The ally the triggering enemy is attacking gains a bonus to all defenses against that attack equal to your Intelligence modifier.

# Epic Feat

When this spell makes the triggering enemy miss with an attack, that enemy takes psychic damage equal to (1d8 x the spell level) + triple your Wisdom modifier. For example, casting at 7th level with a Wisdom of 20, and rolling a 4 on the d8, you’d deal 43 damage (28 + 15).


# Fateful Confrontation

Close-quarters Spell

Recharge 16+ after battle

Interrupt Action to cast

Expend Focus

Trigger: A nearby unengaged enemy ends its turn.

Target: The triggering enemy

Attack: Intelligence + Level vs. MD

Hit: Until the start of the target’s next turn, you and each of your allies can make melee attacks against it as if you were engaged with it, as long as the attacker can see the target. Note, when you or an ally attacks the target while nearby or far away, the attacker isn’t actually engaged with the target.

Retain Focus: 1–5.

# Adventurer Feat

The spell now triggers against a far away unengaged enemy.

# Champion Feat

Your retain focus range with this spell is now 1–15.

# Epic Feat

The spell is now recharge 11+ after battle instead.


# Shotting Fireworks

Close-quarters Spell

Recharge 16+ after battle

Interrupt Action

Expend focus

Trigger: A nearby ally misses with a ranged weapon attack.

Effect: Make three attacks, each against a different nearby enemy. Determine the energy type of each attack with a d4 roll: (1) lightning (2) fire (3) poison (4) psychic.

Attack: Intelligence + Level vs. MD

Hit: 6d10 + Wisdom damage

Miss: 2d10 damage

Retain Focus: 1–5 (first attack roll only)

Higher Level Effect
7th 10d10 damage
9th 2d8 x 10 damage

# Champion Feat

Make four attacks.


# Stifle

Close-quarters Spell

Recharge 6+ after battle

Interrupt Action to cast

Expend Focus

Trigger: An enemy with 70 hp or fewer fails a disengage check or is targeted with an opportunity attack.

Target: The triggering enemy

Attack: Intelligence + Level vs. MD

Hit: The target ends its movement, if any, and can’t take any more actions this turn.

Retain Focus: 1–10.

Higher Level Effect
7th 100 hp or fewer.
9th 160 hp or fewer.

# Champion Feat

On a hit, the target also takes psychic damage equal to your Level + double your Wisdom modifier (triple it at 8th level).

# Epic Feat

Increase the triggering hit point threshold by 50.


# Temporal Splice

Close-quarters Spell

Recharge 6+ after battle

Quick Action

Effect: This battle, you can take a second interrupt action between your turns. When you do, you lose the standard action on your next turn.


# Waking Ward

Close-quarters Spell

Recharge 16+ after battle

Quick Action

Target: A nearby ally

Effect: The ally gains 50 temporary hit points until the end of the battle or scene. Whenever the ally takes damage that reduces these temporary hit points, you regain focus if you don’t currently have it.

Higher Level Effect
7th 80 temporary hit points
9th 140 temporary hit points

# Champion Feat

Also target a second nearby ally, for half the amount of temporary hit points.


# 7th Level Spells

# Arcane Cataclysm

Close-quarters Spell

Recharge 11+ after battle

Interrupt Action

Expend focus

Trigger: A nearby ally scores a natural even hit with a spell.

Target: A nearby enemy that was not targeted by the spell.

Attack: Intelligence + Level vs. PD

Hit: Force damage equal to the spell’s damage

Miss: Force damage equal to half the spell’s damage

Retain Focus: 1–5

# Champion Feat

Retain focus on any roll if the triggering spell was a critical hit.


# Arcane Loop

Close-quarters Spell

Recharge 16+ after battle

Interrupt Action to cast

Expend Focus

Trigger: A nearby ally casts a full recovery or recharge spell of 7th level or lower.

Effect: The triggering ally doesn’t expend that spell.

Retain Focus: —.

Higher Level Effect
9th A spell of 9th level or lower.

# Champion Feat

The triggering ally also gains temporary hit points equal to double your Wisdom modifier + the level of the triggering spell. In addition, that ally gains the temporary hit points again when they cast that spell this battle.

# Epic Feat

Your retain focus range with this spell is now 1–15.


# Army of Me

Close-quarters Spell

Recharge 16+ after battle

Effect: Spend up to three recoveries. Instead of healing, summon a copy of yourself in a nearby location for each recovery you spend. Each copy‘s hit points are equal to the recovery roll. These copies are dimension-shifted copies of yourself. They can take a move and standard action, and they can make weapon attacks, but all damage they do is halved. Only you can gain focus and cast spells. Clones are destroyed if they are reduced to zero hit points or below. If you are killed, you can transfer yourself into one of your clones. At the end of the battle, you merge with your clones. Add up all hit points and discard any above your maximum.

# Champion Feat

Each living clone increases the retain focus range of your spells by 1.


# Liberating Blow

Close-quarters Spell

At-Will

Interrupt Action to cast

Expend Focus

Trigger: A nearby ally fails a disengage check.

Effect: The triggering ally can make a basic melee attack against an enemy engaged with it as a free action, but it uses your attack roll instead of its own: Intelligence + Level vs. MD. On a hit, the attack deals normal damage and the disengage check is successful.

Retain Focus: 1–5.

Higher Level Effect
9th The target can now make an at-will or close-quarters attack instead of a basic melee attack, using your attack roll.

# Epic Feat

The target’s disengage check is successful whether or not the attack hits.


# Pocket Labyrinth Dimension

Close-quarters Spell

Recharge 16+ after battle

Interrupt Action

Expend focus

Trigger: A nearby enemy moves to engage you or a nearby ally.

Attack: Intelligence + Level vs. MD

Hit: The target is caught in a pocket labyrinth dimension and has to find the exit to escape. Smart enemies (MD higher than PD) need an easy save (6+) to escape. Brutish foes (PD higher than MD) need a hard save (16+). If both are equal, the save is 11+.

Miss:

Natural even miss: Teleport the engaged ally to a nearby location.

Retain Focus: 1–5

# Epic Feat

Attack the lower defense of PD or MD with this spell.


# 9th Level Spells

# Butterfly Effect

Close-quarters Spell

Full Recovery

Effect: You summon a colorful butterfly that flaps its wings once. This sets a chain of connected events in motion. You determine the general outcome of each event (“Snow is falling on Dragon Peak”), but not the details. The connection does not have to be obvious, as your magic works in mysterious ways. Each step in the chain takes up to a full full recovery to resolve. After each event, roll a d20. If the roll is equal to the number of events caused by the spell, or lower, the spell ends. You cannot end the spell voluntarily — a high enough roll always causes the next event.

However, the spell does not end on a roll of natural 1. On a natural 1, the spell spins out of control, and you reroll the die. From that point on, you still describe the event, but there is some catastrophic twist, and each subsequent 1 only makes it worse. These unforeseen consequences are described by other players, starting with the person on your left.


# Hasten Fate

Close-quarters Spell

Recharge 6+ after battle

Interrupt Action to cast

Expend Focus

Trigger: A non-mook enemy drops to 0 hp while the escalation die is 3, 4, or 5.

Effect: Increase the escalation die by 1.

Retain Focus: —.

# Epic Feat

The spell now triggers when the escalation die is 2–5.


# Rewind the Skeins

Close-quarters Spell

Once per level

Standard Action to cast

You can only cast this spell out of battle

Trigger: You realize that the last two minutes of out of battle roleplay or existence have gone horribly wrong and you want to rewind and try to redirect reality in a manner that you wish.

Effect: Reality goes back two minutes. You remember what happened the first time. No one else does. This effect usually can’t rewind past battles—it’s designed for reliving or avoiding social interactions, roleplaying moments, traps, non-combat events, earthquakes, tarrasque appearances (if you could use it before rolling initiative!), and even relationship advantage rolls.

# Epic Feat

Take it back five minutes.


# Temporal Anomaly

Close-quarters Spell

Recharge 16+ after battle

Interrupt Action

Expend focus

Trigger: A nearby enemy rolls a natural 1–5 on an attack.

Target: The triggering enemy

Attack: Intelligence + Level vs. MD

Hit: 7d10 + Wisdom psychic damage, and a nearby ally can make a free standard action attack against the target.

Miss: Half damage, and allies engaged with the target can pop free.

Retain Focus: 1–5 (first attack roll only)

# Epic Feat

A second nearby ally can also make an attack against the target.


# Transcendent Ascendance

Close-quarters spell; Once per life; No action

Trigger: You fail your last death save.

Special: You can cast this spell while unconscious.

Effect: You unshackle yourself from your decaying physical body. Not dead, not undead, you continue to exist on a different plane of existence. You can still manifest as a ghost-like apparition, but your attention is now elsewhere, beyond the trifles of mortals. Other PCs can now choose you as an icon relation or worship you as a god.