Enochian Occultist (3.5e Class)

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Enochian Occultist[edit]

Practiced researchers of divine lore, Enochian Occultists tap into the power of good magic with a mixture of spells and spell-like abilities. Although they have great utility in their magical powers, they also retain combat effectiveness through the use of reliable ranged attacks.

Making an Enochian Occultist[edit]

An Enochian Occultist's strongest facet is his ability to prepare useful spells for the coming day while having a safe backup of at-will spell-like abilities to use as well. In a party, Enochian Occultists are likely to cast beneficial spells on their allies or use their extensive knowledge to recall facts, with a healthy dose of blasting in between.

Abilities: Depending on the type of Enochian Occultist, either Intelligence, Dexterity or Strength can be most important. Intelligence is useful for spell saves and bonus spells, Dexterity determines the accuracy of runic blast, and Strength increases melee accuracy and damage. Constitution is always an important score, especially for those interested primarily in melee combat.

Races: Race is of less importance to becoming an Enochian Occultist than the amount of available knowledge. Extensive research is required to understand the techniques of channeling divine power without a patron.

Alignment: Any nonevil.

Starting Gold: 4d6x10 gp.

Starting Age: As wizard.

Table: The Encohian Occultist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day Sigils
Sigil Level
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Sigils, Axis, Runic blast 1d6 1 Least
2nd +1 +3 +0 +3 Spellcasting 1 1 1
3rd +2 +3 +1 +3 Split Blast 1 1 1
4th +3 +4 +1 +4 Runic blast 2d6, new Sigil 2 1 1 2
5th +3 +4 +1 +4 Divine health 0 + Int 2 1 1 2
6th +4 +5 +2 +5 New Sigil 3 2 1 1 3 Lesser
7th +5 +5 +2 +5 Runic blast 3d6 3 2 1 1 3
8th +6/+1 +6 +2 +6 4 3 2 1 1 3
9th +6/+1 +6 +3 +6 Cone blast, new Sigil 4 3 2 1 1 4
10th +7/+2 +7 +3 +7 Runic blast 4d6, Divine health 2 + Int 4 3 2 2 1 1 4
11th +8/+3 +7 +3 +7 New Sigil 4 3 2 2 1 1 5 Greater
12th +9/+4 +8 +4 +8 4 3 3 2 2 1 1 5
13th +9/+4 +8 +4 +8 Runic blast 5d6 4 3 3 2 2 1 1 5
14th +10/+5 +9 +4 +9 New Sigil 4 3 3 3 2 2 1 1 6
15th +11/+6/+1 +9 +5 +9 Divine health 4 + Int 4 3 3 3 2 2 1 1 6
16th +12/+7/+2 +10 +5 +10 Runic blast 6d6, new Sigil 4 3 3 3 3 2 2 1 1 7 Holy
17th +12/+7/+2 +10 +5 +10 Awesome blast 4 3 3 3 3 2 2 1 1 7
18th +13/+8/+3 +11 +6 +11 4 3 3 3 3 3 2 2 1 1 7
19th +14/+9/+4 +11 +6 +11 Runic blast 7d6, new Sigil 4 3 3 3 3 3 2 2 1 1 8
20th +15/+10/+5 +12 +6 +12 Disintegrating blast 4 3 3 3 3 3 3 2 2 1 8

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Bluff (Cha), Knowledge (religion) (Int), Knowledge (history) (Int), craft, profession.

Class Features[edit]

Enochian Occultists draw their divine power from the careful study of divine lore, slowly learning to tap into the powers of good without a patron deity. All of the following are class features of the Enochian Occultist.

Weapon and Armor Proficiency: Enochian Occultists typically have little time or care for weapons and armor, and are as such proficient only with simple weapons and light armor.

Sigils: Sigils are spell-like abilities granted to the Enochian Occultist by his intensive study. Each sigil is usable at will as a standard action, and uses the Occultist’s class level as caster level for the strength of the effects. Use the level of the spell duplicated for all such purposes unless otherwise stated. An Enochian Occultist learns a new sigil at levels 1, 4, 6, 9, 11, 14, 16, and 19. In place of learning a higher level sigil, an Enochian Occultist may always choose one of a lower ranking. All sigils use Intelligence as their primary casting score.

Least Sigils:

Divine Sight - Your irises turn gold as the shadows recede. Gain darkvision to 50 feet for 1 hour. Treat this as a 1st level spell for dispelling purposes.

Fierce Protectors - Answering your call, a divine beast finds its way to your side. Cast summon monster I as the spell, but the summoned creature must be celestial.

Light - With a brief gesture, a ball of light travels from your hand, illuminating your surroundings. Cast light as the spell.

Angelic Harrier - The faint outline of golden wings stretch behind you, making you feel light. Gain a +10 to movement speed and +5 to tumble, balance, and jump checks for one minute. Treat this as a 1st level spell for dispelling purposes.

Guardian’s Footstep - With every step you take, a glowing footprint remains briefly as you channel divine energy into your feet. Gain spiderclimb as the spell and the ability to walk on calm waters at half speed for the duration.

Lesser Sigils:

Conversion of Faith - All shall know the path of righteousness. Cast charm person as the spell.

Angelic Wings - Your back shines briefly as white, angelic wings unfold from within. Create feathered wings that grant a fly speed of 60 ft. with good maneuverability. Treat this as a 3rd level spell for dispelling purposes.

Archon’s Call - Your words echo with the forces of good, inspiring those who have fallen and reaching out to distant creatures. Restore 1d10 hit points to a dying ally with a touch, or empower your voice so that it can be heard up to 1,000 feet away for one minute. Treat this as a 3rd level spell for dispelling purposes.

Stealthy Inquisitor - Perhaps the best way to gain insight on heretics is through espionage. Cast invisibility as the spell on yourself.

Vigilant Guardian - Your eyes shine with light, revealing those who would hide from the light. Cast see invisibility as the spell on yourself.

Greater Sigils:

Dream Informant - You call upon divine power to send a message when it is needed most. Cast dream, as the spell.

Golden Path - In a flash of light, you appear behind an enemy, scorching it with your entrance. Teleport up to 50 ft as dimension door, with the option of dealing 1d8 fire damage to all adjacent creatures at the destination point.

Runic Ward - Small glowing shields of light surround an ally, warding off attacks. Target creature within 20 ft gains a +4 sacred bonus to AC for 2 rounds. Treat this as a 5th level spell for dispelling purposes.

Divide the Weak - A glowing line stretches from your feet along the ground in a line before erupting upwards into golden flames. Cast wall of fire, as the spell, except the sheet form must be chosen and it must extend in one direction from your location. Both sides of the wall send forth waves of heat. In addition, half of the spell’s damage (rounded down) is untyped holy damage, while the rest is fire.

Light Sigils:

Channel Celestial - Cast channel celestial as the spell.

Lightform - You and up to 5 other willing creatures within 10 a teen foot radius are transformed into a beam of holy energy that travels through nearly any material before reforming into your bodies. The beam of light is blocked only by the spells constricting chains or binding chain of fate. In all other ways, treat this as a greater teleport spell.

Divine Sanctuary - Cast mordenkainen’s magnificent mansion as the spell, but with the entirety of the structure affected by a hallow spell and a bless spell (though the bless is an effect of hallow for dispelling purposes).

Deity’s Foresight - You can not be flat-footed for 24 hours. Treat this as an 8th level spell for dispelling purposes.

Spells: Enochian Occultists cast divine spells, but draw from a different spell list than any other. An Occultist chooses a number of 0 level spells from the cleric's spell list equal to his Intelligence modifier (minimum 1), but can cast only domain spells for all other spell slots each day. The domain spells that are known are those from the good and knowledge domains, plus one additional domain based on the Occultist's choice of Axis. Note that the Occultist gets no other benefits from these domains other than the spells added to his spellbook. An Enochian Occultist prepares spells from a spellbook as does a wizard, but cannot scribe new spells into the book. The Occultist's book contains all of his cantrips and domain spells for his three domains, but contains spells only up to the highest spell level he can cast. When an Enochian Occultist reaches a new spell level, he must spend 100 GP x the new spell level to scribe the spells into his book. This can be done at a library, from another Enochian Occultist's spellbook, with another person who knows all three spells that the Occultist will learn, or without any external help if the Occultist spends 10 + the spell level hours working in his book and makes a DC (10 + spell level) Knowledge (religion) check to deduce the nature of those spells himself. An Occultist's primary casting score is his Intelligence, as this determines any save DCs or bonus spells. To cast a spell, the Enochian Occultist must have an Intelligence score of at least 10 + the spell's level.

Axis (Ex): At 1st level, an Enochian Occultist selects an Axis, which represents his devotion to a certain path: aiding his allies, destroying his enemies, or a combination of both. Select one of the following Axes and gain all abilities associated with it, as well as adding all spells from its domain to his spellbook.

Axis of Warding: Gain access to the Protection domain spell list. On the Occultist's turn, as a swift action, he may sacrifice any spell of at least 1st level to give either himself or an ally within 30 feet a sacred bonus to armor class equal to one-half the spell level of the sacrificed spell, rounded down, until the start of his next turn.

Axis of Scorching: Gain access to the Sun domain spell list. A number of times per day equal to one-half his class level, rounded up, the Occultist may apply the effects of a Light spell to a target of any of his spells or spell-like abilities as a free action. He may use this ability on multiple targets at once, but each target counts as one use. At the same time, the Enochian Occultist may choose to either heal the target for 1d6 hit points, or inflict 1d6 points of untyped holy damage to the target.

Axis of Aggressing: Gain access to the War domain spell list. The Occultist gains the Toughness feat, and his runic blast is permanently changed to a melee form. By using a free action considered part of making the attack, he may focus his blast into a short range burst. The Occultist's runic blast becomes a melee touch attack usable only with a free hand, and he can use his normal iterative attacks from a high base attack bonus. However, no effect can let the Enochian Occultist make more than this many runic blast attacks in a single full-round action.

Runic Blast (Sp): An Enochian Occultist first learns to call forth his divine power in the form of a burst of holy energy - a runic blast. This is a spell-like ability that fires a pulse of golden light at an enemy as a ray, using a ranged touch attack with a range of 100 feet + 10/level and allows no saving throw. A runic blast deals 1d6 points of damage at 1st level and increases in power as the Enochian Occultist rises in level. A runic blast is the equivalent of a spell whose level is equal to one-half the Enochian Occultist’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when an Enochian Occultist reaches 18th level or higher.

A runic blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to runic blast. A runic blast deals half damage to objects. Metamagic feats cannot improve an Enochian Occultist’s runic blast (because it is a spell-like ability, not a spell).

Split Blast (Sp): At 3rd level, an Enochian Occultist can split his runic blast into two separate attacks against different creatures as a standard action. Both attacks require an attack roll, and the ability’s range is reduced by half. Damage is rolled as usual, with half applied to each target on a hit.

Divine Health (Su): At 5th level, an Enochian Occultist learns to tap into the magic of divine healing, gaining a number of divine health points equal to his Intelligence modifier (minimum 1). As a standard action, he can touch a creature and expend as many or as few divine health points as he wishes to heal the creature for 1d4 per point spent. The amount of total divine health points improves to 2 + the Occultist’s Intelligence modifier at 10th level, and to 4 + the Intelligence modifier at 15th level.

Cone Blast (Sp): At 9th level, an Enochian Occultist can transform his runic blast into a flurry of smaller bolts as a standard action, attacking all enemies within a 30 ft cone. Each creature targeted requires a separate attack roll. Roll damage as normal, and apply half the damage rolled to each target hit.

Awesome Blast (Sp): At 17th level, an Enochian Occultist can attack all enemies within a 50 ft radius with a runic blast as a standard action once per day. Each enemy hit takes full damage.

Disintegrating Blast (Ex): At 20th level, an Enochian Occultist masters the power of his runic blast. Aside from damage, the runic blast gains all abilities of the disintegrate spell. This includes destroying objects, harming creatures of force, and disintegrating slain targets. However, the target does not have the opportunity to make a fortitude save for half damage.

Ex-Enochian Occultists[edit]

An Enochian Occultist who becomes nongood in alignment instantly loses all class features other than proficiency with armor, shields, and simple weapons, until the Occultist returns to a good alignment and receives an atonement spell.

Epic Enochian Occultists[edit]

Table: The Epic Enochian Occultist

Hit Die: d6

Level Special
22nd Runic blast 8d6
23rd Bonus feat
25th Runic blast 9d6, Bonus feat
26th Bonus feat
28th Runic blast 10d6
29th Bonus feat

4 + Int modifier skill points per level.

Runic Blast: Runic blast damage continues to increase as usual.

Bonus Feats: The epic Enochian Occultist gains a bonus feat (selected from the list of epic Enochian Occultist bonus feats) every 3 levels after 20th.

Epic Enochian Occultist Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the Enochian Occultist may select any item creation feat or metamagic feat not listed here for which he meets the prerequisites.

Human Enochian Occultist Starting Package[edit]

Weapons: Dagger, quarterstaff, or gauntlet.

Feat: Consecrate Spell-like Ability.

Bonus Feats: Purify Spell-like Ability.

Gear: An adventurer's kit, and either leather armor or robes.

Gold: 1d4 x 10.

Campaign Information[edit]

Playing an Enochian Occultist[edit]

Religion: Enochian Occultists are very likely to worship a good god, although some do choose not to follow any, instead relying only on their own study. The most common gods worshiped would be those with domains similar to those known by the Occultist.

Other Classes: Exemplars of good, Enochian Occultists get along best with similarly-minded people. They also know the benefits of underhanded tactics, however, and may choose to turn a blind eye to actions taken for the greater good.

Combat: In combat, Enochian Occultists will fill very different roles according to their chosen Axis. One with an Axis of Warding is most likely to hang back and protect his allies, firing runic blasts when there is nothing more pressing to attend to. Occultists with an Axis of Scorching will also likely hang back, but can use their special ability to focus on dealing more damage with runic blast, then quickly switching to a more defensive role with the additional healing. Occultists with an Axis of Aggressing fight in a vastly different way than the other two Axes, moving to get up close before unleashing a powerful and accurate barrage of melee runic blasts.

Advancement: Enochian Occultists multiclass especially well with clerics and rogues. Clerics provide additional spells to be used with the Axis of Scorching's ability, while rogues have sneak attack that can even further increase the potency of the Axis of Aggressing.

Enochian Occultists in the World[edit]

A wise man once told me that there was good in this world, if only I would stop and look. After years in that library, I think I've finally proved him right.
—Elreth Kern, Human Enochian Occultist

Where characters of this class fit in the world.

Daily Life: Enochian Occultists are especially useful in most societies for their healing magic, and also can easily find jobs in adventuring parties due to their reliable attacks.

Organizations: Typically, Enochian Occultists would meet based on religious beliefs or at a certain library chosen for its useful information.

NPC Reactions: Easily distinguished by their golden lights and goodly magic, Enochian Occultists are looked upon favorably by most people.

Enochian Occultist Lore[edit]

Characters with ranks in Knowledge (Religion) can research Enochian Occultists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DC Result
5 Enochian Occultists are divine spellcasters that teach themselves the ways of good.
10 Enochian Occultists possess a reusable and reliable ranged magical attack.
15 Some Enochian Occultists have been known to use a modified form of the ranged attack that instead devastates at close range.
20 It is said that when a master Enochian Occultist uses this reliable ability on a foe, only the most powerful of magic can revert the effects.

Enochian Occlutists in the Game[edit]

Enochian Occultists are most effective when accompanied by one (or more) beefy fighters to act as a wall. Whether for shielding or healing or simply hiding behind, all Axes can benefit greatly from allies.

Adaptation: If desired, runic blast could be allowed as a warlock's eldritch blast for meeting prerequisites.

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