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Occultist




Occultist

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

Contents

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 racial bonus.

Backgrounds

Possible backgrounds for the occultist’s singular knowledge include: librarian of the forbidden, or wandering mystic. Perhaps the occultist is a holy one whose secret knowledge comes from the heavens, or perhaps she has been touched by the abyss, and her secret knowledge comes from someplace far more sinister.

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 may start with either 25 gp or 1d6 x 10 gp.

Armor

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

Melee Weapons

One-Handed Two-Handed
Small 1d4 dagger 1d6 club, staff
Light or Simple 1d6 (-2 atk) mace, shortsword 1d8 (-2 atk) spear
Heavy or Martial 1d8 (-4 atk) longsword, warhammer 1d10 (-4 atk) greatsword

Ranged Weapons

Thrown Crossbow Bow
Small 1d4 dagger, dart 1d4 hand crossbow
Light or Simple 1d6 (-2 atk) javelin 1d6 (-1 atk) light crossbow 1d6 (-2 atk) shortbow
Heavy or Martial 1d8 (-4 atk) heavy crossbow 1d8 (-5 atk) longbow

Level Progression

Occultist Total Hit Points Total Feats Class Talents (M) 1st level spell (M) 3rd level spell (M) 5th level spell (M) 7th level spell (M) 9th level spell (M) Level-up Ability Damage Bonus From Ability Score
Level 1 Multiclass (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 adventurer 4 4 ability modifier
Level 2 (6 + CON mod) x 4 2 adventurer 4 5 ability modifier

Level 3

(6 + CON mod) x 5 3 adventurer 4 2 3 ability modifier
Level 4 (6 + CON mod) x 6 4 adventurer 4 6 +1 to 3 abilities ability modifier

Level 5

(6 + CON mod) x 8 4 adventurer; 1 champion 5 3 3 2 x ability modifier
Level 6 (6 + CON mod) x 10 4 adventurer; 2 champion 5 7 2 x ability modifier

Level 7

(6 + CON mod) x 12 4 adventurer; 3 champion 5 4 4 +1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 4 adventurer; 3 champion; 1 epic 6 9 3 x ability modifier

Level 9

(6 + CON mod) x 20 4 adventurer; 3 champion; 2 epic 6 4 5 3 x ability modifier
Level 10 (6 + CON mod) x 24 4 adventurer; 3 champion; 3 epic 6 10 +1 to 3 abilities 3 x ability modifier

(M): Indicates columns in which multiclass characters lag one level behind.

Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, and Feats are level dependent.

Ability Bonus +2 Intelligence or Wisdom (different from racial 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 (see level progression chart)
Recoveries 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points (4 at 5th level; 5 at 8th level)
Talents 4 (see level progression chart)
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 day 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.

3rd level spell: 3d6 damage.

5th level spell: 5d6 damage.

7th level spell: 5d8 damage.

9th level spell: 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 day, you can automatically succeed on a recharge roll that’s 6+ (but not 11+ or 16+).

Champion Feat

Once per day 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 day, 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 5th level, and again at 8th level.

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).

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 day 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 5th level; triple it at 8th level).

Champion Feat

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

Epic Feat

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

Icon Channeler

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

You have three fewer relationship dice than normal (i.e. none at adventurer tier, one at champion tier, and two at epic tier). Instead, when all the characters get to roll relationship dice, you get a 5 to apply to any icon you choose. Like any other character, you can gain relationship dice through extraordinary story events. Remember, just because an icon is out to kill you doesn’t mean you have relationship dice with that icon. Dice represent the utility of a connection in the story not its strength. If you encounter icons 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 icons when you take this feat. Each time you apply your 5 to one of those icons, roll a d6. On a 5–6, change that 5 you’re applying to a 6.

Champion Feat

As the adventurer feat, except that you can also choose three more icons (six total) when you take this feat that allow you to roll the d6 when you apply a 5 to one of them.

Epic Feat

You now get two 5s when the other characters roll icon relationship dice. You can roll a d6 for each 5 if you apply it to a chosen icon from the adventurer and champion feats.

Icon Envoy

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

Each time the characters roll relationship dice, declare which player will get at least a 5 with one of their icons before the rolls. The player rolls one of their dice for that icon before the others. That first roll counts as a 5 unless the player rolls 6. Roll all other icon dice normally.

Adventurer Feat

Once per level, instead of working with the icon relationships your ally has, give an ally a 5 with an icon they don’t have a relationship with.

Champion Feat

If the first roll for the called icon is even (2, 4, 6), it counts as a 6 instead of a 5.

Epic Feat

If the first roll for the called icon is odd (1, 3, 5), you can declare a second player and one of their icons, and have them roll one icon die the same way.

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 day 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 day 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 day 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

Stance of Necessity

Twice per day 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 daily.

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 day 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.

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 5th level; triple it at 8th level).

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.

1st Level Spells

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.

3rd level spell: 4d6 damage.

5th level spell: 6d6 damage.

7th level spell: 6d10 damage.

9th level spell: 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.

3rd level spell: 4d6 damage.

5th level spell: 6d6 damage.

7th level spell: 6d10 damage.

9th level spell: 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.

3rd level spell: Intelligence modifier +7.

5th level spell: Intelligence modifier +10.

7th level spell: Intelligence modifier +12.

9th level spell: 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 5th level;triple it at 8th level).

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.

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.

3rd level spell: 8d6 damage, and 10 ongoing damage; 10 ongoing damage on a miss.

5th level spell: 8d10 damage, and 15 ongoing damage; 15 ongoing damage on a miss.

7th level spell: 2d6 x 10 damage, and 25 ongoing damage; 25 ongoing damage on a miss.

9th level spell: 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+).

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.

3rd level spell: 5d6 damage.

5th level spell: 5d10 damage.

7th level spell: 7d10 damage.

9th level spell: 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.

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.

3rd level spell: 3d6 damage.

5th level spell: 5d6 damage.

7th level spell: 5d8 damage.

9th level spell: 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.

5th level spell: 5d6 damage.

7th level spell: 5d8 damage.

9th level spell: 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.

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.

5th level spell: An enemy of 8th level or less can now trigger this spell.

7th level spell: An enemy of 11th level or less can now trigger this spell.

9th level spell: 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.

5th level spell: A level 5–7 effect.

7th level spell: A level 8–10 effect.

9th level spell: 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.

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.

5th level spell: Prevent 5d6 damage.

7th level spell: Prevent 5d8 damage.

9th level spell: Prevent 7d10 damage.

Adventurer Feat

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

5th Level Spells

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: —.

7th level spell: 6d10 damage.

9th level spell: 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).

7th level spell: 160 hp or fewer.

9th level spell: 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.

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.

7th level spell: 100 hp or fewer.

9th level spell: 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.

7th Level Spells

Arcane Loop

Close-quarters spell

Recharge 16+ after battle

Interrupt action to cast; expend focus

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

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

Retain Focus: —.

9th level spell: 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.

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.

9th level spell: 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.

9th Level Spells

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 icon relationship rolls.

Epic Feat

Take it back five minutes.