Ranger Archetype

The occultist studies arcane magic, particularly focusing on magic items. They wander the world, gathering minor artifacts and other items with arcane resonance, using them as focuses to cast their spells.

Implement Spellcasting

A ranger that is on the path of the occultist learns to cast spells differently than most rangers. They use arcane knowledge and minor trinkets to cast spells, much as a wizard does. An occultists spells are drawn from the wizard list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

At second level, you choose a school of magic from which you can learn your spells. To cast spells from that school, you must have the appropriate type of arcane focus, as listed below. You may choose an additional school of magic at 5th level, 9th level, 13th level, and 17th level.
  • Abjuration – amulet, holy symbol, or staff
  • Conjuration – bowl, brazier, or mirror
  • Divination – crystal ball, tarot deck, or knuckle bones
  • Enchantment – crown, musical instrument, or pendant
  • Evocation – rod, staff, or wand
  • Illusion – crystal, prism, or ring
  • Necromancy – coin, doll, or skull
  • Transmutation – alchemist’s kit, lead sphere, or bell

The spells known column of the Ranger table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots and of a school which you have chosen.

Additionally, when you gain a level in this class, you can choose one of the spells that you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots and of a school which you have chosen.

Spellcasting Ability

Intelligence is your spellcasting ability for your occultist spells, since your magic draws on arcane knowledge and familiarity with minor mystic trinkets. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier to determine the saving throw DC for an occultist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcane Appraisal

Beginning when the occultist chooses this archetype at 3rd level, he learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using the Identify spell. This ability does not reveal whether the item is cursed.

Trinket Familiarity

Beginning at 3rd level, your familiarity with arcane trinkets allows you to stow one arcane focus and withdraw a new one as part of the casting time of any spell you are casting.

Circle of Protection

At 8th level, an occultist learns how to draw magic circles. To draw a circle, he must have chalk, salt, blood, powdered silver, or some other appropriate substance at hand (although he can press a magic circle into a softer surface such as dirt or clay). Drawing a circle takes 1 minute. Once completed, this circle functions as a the magic circle spell, but lasts until it is dispelled or until its form is physically broken (for example, if the lines are smeared or the salt is scattered).

Only a living creature can break the circle; environmental effects can’t break it. An occultist can have only one circle created in this way at a time. If he creates a second circle, the first one loses all its power.

Anointed Weapon

At 11th level, the occultist learns to attune his weapon against his favored enemies. Attuning a weapon or twenty pieces of ammunition takes 1 minute and requires oils and unguents worth 10 gp. At the end of this time, the occultist chooses one of his favored enemy types. The weapon deals an additional 2d6 damage against enemies of that type. This effect lasts for 24 hours. An occultist can have only one weapon or twenty pieces of ammunition empowered in this way. If he empowers a second weapon or additional ammunition, the first loses it’s magic properties. Once this ability has been used, it cannot be used again until the occultist has completed a short or long rest.

Mystic Sight

At 15th level, you can see the true form of any creature concealed by illusion or transmutation magic, as well as invisible or ethereal creatures, while the creature is within 30 feet of you and within line of sight.

“We're going to need salt, iron, and a whole bunch of weapons.”

- Seamus the Bard