Hyrule: Occult Mutations (Hyrule Supplement)
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It can effectively be used in a traditional setting, but may function best if the campaign uses the Spell Points variant rule (DMG, page 288) or equivalent.
Occult Mutations[edit]
Occult Mutations are the result of an Occultist's research into esoteric magic. Due to their studies, their Occultist's magic mutates in such a way as to grant them greater power than they would normally possess. This can come in the form of a magical object, an arcane ritual, or a warping of the Occultist's spells.
Focus Mutations[edit]
Focus Mutations allow an Occultist to create a physical item with unique, magical properties.
While holding or wearing this item, an Occultist can use it as a spellcasting focus for their Occultist spells.
If any such item is ever lost or destroyed, the Occultist can perform a 1-hour ritual to recreate the lost item. This ritual can coincide with a short or long rest, and destroys the previous version of the focus if it exists.
Agonizing Blast[edit]
You create a magical rod that stores a powerful cantrip. This cantrip, known as your Agonizing Blast, can be cast as long as you are holding the rod. When you hit an attack from your Agonizing Blast, you may add your Intelligence modifier to the cantrip's damage.
The stored cantrip depends on your occult subject:
- The Deku Forest - poison spray
- The Great Calamity - death bolt
- The Twilight Realm - twilight blast
- The Golden Goddesses - radiant blast
- The Melodies of Hyrule - arcane bolt
Alternatively, an Occultist can choose for their Agonizing Blast to be eldritch blast instead of one of the above cantrips.
Blade of Sacrifice[edit]
As a bonus action, you can either conjure a sacrificial weapon in your hand, which must be a Simple or Martial Melee weapon of your choice with which you bond, or you can create a bond with an unattuned magic weapon that you touch. Until the bond ends, you gain proficiency with the weapon if you would lack such proficiency.
Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.
Your bond with the weapon ends if you take this bonus action again, if the weapon is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.
Chained Servant[edit]
You create a small, mental harness made of chains. While holding this harness, you can cast find familiar as a ritual without needing material components. This spell doesn't count against your number of spells known.
When you cast 'find familiar while holding the harness, you can choose one of the normal forms for your familiar or one of the following special forms: keese, kodongo, seeker entity, or a fairy of navigation.
Codex Diabolica[edit]
You combine your notes into a Grimoire which can replicate the magic of other spellcasters. Choose three cantrips from any class's spell list to be written in your Grimoire. While holding your Grimoire, you can cast those cantrips at will. They are considered Occultist spells for you, and they needn't be from the same spell list. They also don't count against your number of cantrips known.
Any damage to your Grimoire, such as ripped or destroyed pages, are reversed when you complete a short or long rest while you have access to your Grimoire, or when you perform a ritual to recreate it.
Mystic Curse[edit]
You create a headdress, ranging from a simple diadem to a full crown, that stores malicious energy. While wearing this headdress, you may cast hex at 1st level without expending any Magic Points, a number of times equal to your Intelligence modifier. You regain all expended uses of this mutation whenever you complete a long rest.
Your familiar wears this harness while it is summoned. If you ever dismiss your familiar permanently, the chain harness reappears at your feet. Additionally, whenever you take the Attack action on your turn, you can forgo one of your attacks to allow your familiar to use its reaction to make one attack of its own.
Occult Emblem[edit]
You create an amulet that can aid you or that you can bestow to another. Whenever the amulet's wearer fails an attack roll, ability check, or saving throw, they can add a d4 to the roll, potentially turning their failure into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Advanced Mutations[edit]
These Mutations expand further on one or more Mutations. This represents an Occultist expanding their knowledge on a given mutation, unlocking power they did not have access to before.
Agonizing Blast Mutations[edit]
Agonizing Drain[edit]
Prerequisite: Level 6+, Agonizing Blast
When you reduce a hostile creature to 0 hp with your Agonizing Blast, you can choose up to one creature within 30 feet of the hostile creature. The chosen target can immediately expend a Hit Die to regain hit points equal to the roll + your Intelligence modifier (minimum of 1 hit point).
Agonizing Tug[edit]
Prerequisite: Level 6+, Agonizing Blast
Once per turn when you hit a creature with your Agonizing Blast, you can push that creature up to 10 feet straight away from you or pull them 10 feet straight towards you.
Agonizing Spear[edit]
Prerequisite: Level 6+, Agonizing Blast
When you cast your Agonizing Blast, its range increases to 300 feet.
Agonizing Force[edit]
Prerequisite: Level 14+, Agonizing Blast
When you cast your Agonizing Blast, you can alter the magic of that cantrip into the form of one large blast. If you so choose, the range of your Agonizing Blast becomes a 5 foot wide, 50 foot long line for this casting of the spell. Each creature in this line makes a Constitution saving throw, taking the cantrip’s normal damage on a failed save or half as much damage on a successful one. Creatures that fail this saving throw are treated as being hit by your Agonizing Blast for the purposes of other Occult Mutations.
Agonizing Bomb[edit]
Prerequisite: Level 14+, Agonizing Blast
When you cast your Agonizing Blast, you can alter the magic of that cantrip into the form of one explosion. If you so choose, the range of your Agonizing Blast becomes a 10-foot radius circle for this casting of the spell. Each creature in this circle makes a Dexterity saving throw, taking the cantrip’s normal damage on a failed save or half as much damage on a successful one. Creatures that fail this saving throw are treated as being hit by your Agonizing Blast for the purposes of other Occult Mutations.
Agonizing Chains[edit]
Prerequisite: Level 14+, Agonizing Blast
Once per turn, when you hit a creature with your Agonizing Blast, you can attempt to magically bind that creature. The target must succeed a Charisma saving throw or become restrained until the end of their next turn. While restrained in this way, the target cannot fulfil the somatic components of their spells and they have disadvantage on saving throws to retain concentration.
Blade of Sacrifice Mutations[edit]
Eldritch Arms[edit]
Prerequisite: Level 6+, Blade of Sacrifice
When you take the Attack action on your turn, you can attack twice with your Blade of Sacrifice instead of once.
Eldritch Armor[edit]
Prerequisite: Level 6+, Blade of Sacrifice
As an action, you can touch a suit of light or medium armor that isn’t being worn or carried and instantly don it, provided you aren’t wearing armor already. You become proficient with that suit of armor until it is removed. This feature cannot be used on Shields.
Bow of Sacrifice[edit]
Prerequisite: Level 6+, Blade of Sacrifice'’
Your [[#Blade of Sacrifice|Blade of Sacrifice] can be a shortbow, longbow, or Duplex Bow instead of a melee weapon.
Additionally, your Blade of Sacrifice gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that would have a greater bonus.
Occult Smite[edit]
Prerequisite: Level 6+, Blade of Sacrifice
Once per turn when you hit a creature with your Blade of Sacrifice, you can expend magic points to deal an extra 1d8 force damage to the target, and you can knock the target prone if it is Huge or smaller.
Otherworldly Edge[edit]
Prerequisite: Level 10+, Blade of Sacrifice
When you hit a creature with your occult weapon, the creature takes extra Necrotic, Psychic, or Radiant damage damage (your choice) equal to your Intelligence modifier (minimum 1).
Black Blade of Sacrifice[edit]
Prerequisite: Level 14+, Blade of Sacrifice
Whenever you create or bond to a greatsword using your Blade of Sacrifice mutation, it gains the following benefits:
- Any attack roll you make with this weapon is a critical hit on a roll of 19 or 20 on the d20.
- Your Blade of Sacrifice gains the Reach and Dire properties.
- If you reduce a hostile creature to 0 hit points using your Blade of Sacrifice, you gain temporary hit points equal to your Occultist level + your Intelligence modifier.
Chained Servant Mutations[edit]
Empowered Servant[edit]
Prerequisite: Level 6+, Chained Servant
Whenever you cast Find Familiar using your chain harness, you can granting the summoned creature the following benefits:
- The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
- As a bonus action, you can command the familiar to take the Attack action.
- The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Harnessed Vitality[edit]
Prerequisite: Level 6+, Chained Servant
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Occult Guide[edit]
Prerequisite: Level 6+, Chained Servant
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence (no action required). Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Greater Chains[edit]
Prerequisite: Level 14+, Chained Servant
As an action, you can cast Planar Binding at 7th level, targeting a celestial, elemental, fey, or fiend within 60 feet of you. For this casting, Planar Binding is treated as an Occultist spell that you know.
Once you use this mutation, you cannot do so again until you complete a long rest. If another creature fails its saving throw against this mutation while you already have a creature bound to your service via Planar Binding, the first instance of this spell instantly ends for the first target.
Codex Diabolica Mutations[edit]
Compendium Diabolica[edit]
Prerequisite: Level 6+, Codex Diabolica
You can now inscribe ritual spells in your Grimoire, in addition to cantrips. Choose two spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list but must be of a spell level you could cast. The chosen spells appear in your Grimoire and don't count against the number of spells you know. With your Grimoire in hand, you can cast the chosen spells as rituals. You can't cast the spells normally, unless you've learned them by some other means.
Once you choose this mutation, you gain the ability to add other ritual spells to your Grimoire. When you find such a spell (such as one written in a Spell Scroll, you can add it to your Grimoire if the spell's level is one you'd be able to cast. For each level of the spell, the transcription process takes 2 hours during which you magically inscribe the spell. If your Grimoire is destroyed, the recreated version contains all spells you have inscribed in it.
Codex Enigma[edit]
Prerequisite: Level 6+, Codex Diabolica
With your permission, a creature can use its action to write its true name on the last page of your Grimoire, which can contain a number of names equal to your Intelligence modifier.
As an action, you can cast sending targeting any creature whose name is on the final page of your Grimoire without expending any Magic Points and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it.
Shield of Ink[edit]
Prerequisite: Level 10+, Deku Forest or Golden Goddesses Occult Subject, Codex Diabolica Mutation
With your permission, a creature can use its action to write its true name on the first page of your Grimoire, which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, that creature's name disappears from the first page of your Grimoire, and no creature can write its name on that page until you complete a short or long rest.
As an action, you can magically erase a name on the page by touching it.
Scourge Diabolica[edit]
Prerequisite: Level 14+, Codex Diabolica
As an action, you can write the true name of one creature that you know on a solid black page of your Grimoire. As long as a creature's name is written there, they have disadvantage on skill checks and saving throws using one attribute of your choice.
A creature can willingly divulge their true name for any reason, but you can also force a creature to divulge its true name while it is under magical compulsion. If this compulsion comes in the form of an effect that affords a saving throw, such as the ‘’Suggestion’’ spell, the target can repeat their initial saving throw against that effect immediately before answering, ending the effect on a success.
You can only have the name of a single creature written on this page at any given time. The effects of the black page immediately end if you use your action to erase the name of the creature written there, or if the page is ripped from your Grimoire. t.
Occult Emblem Mutations[edit]
Eldritch Bulwark[edit]
Prerequisite: Level 6+, Occult Emblem
When the wearer of your amulet is hit by an attacker you can see within 30 feet of you, you can use your reaction to reduce the damage by a number equal to the wearer’s number of hit dice plus your proficiency bonus, and push the attacker up to 10 feet away from the amulet's wearer.
Improved Emblem[edit]
Prerequisite: Level 6+, Occult Emblem
The amulet's wearer can now roll a d6 whenever they use the amulet’s benefit after failing an attack roll, ability check, or saving throw, instead of a d4. Additionally, the amulet’s wearer can use their reaction when a friendly creature they can see fails a saving throw to expend one use of the amulet and roll a d6. The result is added to the friendly creature’s roll, potentially turning failure into success.
Permutation Emblem[edit]
Prerequisite: Level 10+, Occult Emblem
Whenever you cast an Occultist spell with a range of Self, you can instead have that spell target the wearer of your Amulet as long as they are within 5 feet of you. The spell now affects the amulet’s wearer instead of you, however you are still treated as the caster of that spell for all other purposes.
Lexical Emblem[edit]
Prerequisite: Level 10+, [[#Occult Emblem Mutations|Occult Emblem] ]
While wearing your emblem, a creature can read, write, and speak all languages.
Emblem Ingress[edit]
Prerequisite: Level 14+, Occult Emblem
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a short rest.
Mystic Curse Mutations[edit]
Conscious Curse[edit]
Prerequisite: Level 6+, Mystic Curse
As a bonus action, you cause a psychic disturbance around the target cursed by your ‘’hex’’. That target and each creature within 5 feet of it takes psychic damage equal to your Intelligence modifier (minimum of 1 damage). To use this mutation, you must be able to see the cursed target, and it must be within 30 feet of you.
Cursed Phantom[edit]
Prerequisite: Level 6+, Mystic Curse
You curse the very spirit of your hexed victims, binding them to your service. When a hostile creature dies while under the effects of your ‘’hex’’, it rises from the grave and takes the form of a Poe. This Poe has its own initiative and takes its own turns. It follows any commands that you give it, and remains in your service until you complete a short or long rest.
Once you use this feature to animate a Poe, you cannot do so again until you complete a long rest.
Pinpoint Jinx[edit]
Prerequisite: Level 10+, Mystic Curse
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or other such curse. To teleport in this way, you must be able to see the cursed target.
Stairway to Misfortune[edit]
Prerequisite: Level 14+, Mystic Curse
A target under the effects of your ‘’hex’’ spell must make a Wisdom saving throw at the beginning of each of its turns. The DC equals your spell save DC. On a failure, the target is affected as if you had cast bestow curse at 3rd level on it (no action required), which lasts for as long as the ‘’hex’’ on it is active.
A remove curse cast on the target immediately ends this effect and the initial hex. Once a creature fails the saving throw against this mutation, they become immune to its effects for the next 24 hours.
Darkness's Succor[edit]
Prerequisite: Level 14+, Mystic Curse
When a hostile creature under the effects of your hex spell is reduced to 0 hit points, you gain a number of hit points equal to the creature's number of hit dice + your Intelligence. You may also immediately transfer the curse to another creature you can see within 90ft of you (no action required).
Study Field Mutations[edit]
One of the following lists of mutations is unlocked for an Occultist, depending on their chosen Occult Subject. An Occultist gains access to a second Subject upon reaching 14th level, which corresponds to another list of mutations included below.
Deku Forest Mutations[edit]
Floran Unphasability[edit]
‘’Prerequisite: Deku Forest ‘’
You have advantage on saving throws against being charmed, frightened, or stunned.
Sylvan Deception[edit]
Prerequisite: Level 6+, Deku Forest
As an action, you can cast Invisibility at 2nd level on yourself without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Ghoma's Trap[edit]
Prerequisite: Level 6+, Deku Forest
As an action, you can cast Web without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Hunter's Armory[edit]
Prerequisite: Level 6+, Deku Forest
As an action, you can cast Barkskin without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Additionally, you receive a 20 percent discount when Crafting non-magical items made of wood or other materials that occur naturally.
Flies' Embrace[edit]
Prerequisite: Level 10+, Deku Forest
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
While this aura persists, you gain a flying speed equal to your walking speed. Any other creature that starts its turn in the aura takes poison damage equal to your Intelligence modifier (minimum of 1 damage).
You can use this mutation twice, and you regain all expended uses when you complete a long rest.
Nature’s Linguistics[edit]
Prerequisite: Level 14+, Deku Forest
As an action, you can cast either speak with animals or speak with plants without expending magic points.
Great Calamity Mutations[edit]
Feed the Calamity[edit]
‘’Prerequisite: Great Calamity ‘’
Whenever you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your proficiency bonus.
Ganon's Grip[edit]
‘’Prerequisite: Great Calamity ‘’
As an action, you can cast ganon's fist at 1st level without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Fighter's Ferocity[edit]
Prerequisite: Level 6+, Great Calamity
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Fiendish Resistance[edit]
Prerequisite: Level 6+, Great Calamity
You gain resistance to fire, necrotic, and poison damage.
Calamity's Flame[edit]
Prerequisite: Level 10+, Great Calamity
As an action, you can cast Twin Bolts of Demonfire at 4th level without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Demon's Touch[edit]
Prerequisite: Level 14+, Great Calamity
As an action, you can cast vampiric touch at 5th level without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus. Additionally, when casting vampiric touch in this way, you regain hit points equal to the full amount of necrotic damage you deal, instead of half that.
Twilight Realm Mutations[edit]
Lupine Shackle[edit]
‘’Prerequisite: Twilight Realm ‘’
As an action, you can cast conjure spirit wolf at 1st level without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Old Magic Mind[edit]
‘’Prerequisite: Twilight Realm ‘’
You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Dusken Escape[edit]
Prerequisite: Level 6+, Twilight Realm
As an action, you can cast split at 2nd level without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Night's Embrace[edit]
Prerequisite: Level 6+, Twilight Realm
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your notes or keeping watch.
Additionally, you have advantage on any saving throw against becoming exhausted.
Midnight Eyes[edit]
Prerequisite: Level 6+, Twilight Realm
You gain darkvision to a range of 120 feet, and can use this vision to see in magical darkness as if it was Dim Light.
Otherworld's Grip[edit]
Prerequisite: Level 10+, Twilight Realm
As an action, you can cast floormaster’s grasp at 4th level without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Sacrosanct Shade[edit]
Prerequisite: Level 14+, Twilight Realm
When you are subjected to an effect that affords a saving throw, you can add your Intelligence modifier as a bonus to that saving throw. If this is done for an Intelligence saving throw, you effectively add this modifier twice.
Golden Goddess Mutations[edit]
Holy Fire[edit]
‘’Prerequisite: Golden Goddess ‘’
You gain resistance to radiant and necrotic damage.
Divine Gaze[edit]
‘’Prerequisite: Golden Goddess ‘’
As a bonus action, you can cast divine favor at 1st level without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Retribution's Blaze[edit]
Prerequisite: Level 6+, Golden Goddess
As a bonus action, you can cast branding smite at 3rd level without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Interminable Passion[edit]
Prerequisite: Level 6+, Golden Goddess
Where most would die, you can instead spring back to your feet with a burst of radiant energy. When you succeed a death saving throw, you can choose to immediately regain hit points equal to your Occultist level and end the prone condition on yourself (no action required). All hostile creatures within 30 feet of you take radiant damage equal to your Intelligence modifier and must succeed a Wisdom saving throw against your spell save DC or become blinded until the end of your turn.
Once you use this mutation, you cannot use it again until you complete a long rest.
Blessed Curse[edit]
Prerequisite: Level 10+, Golden Goddess, Mystic Curse
When you cast hex and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell. Additionally, you can have the spell do 2d6 radiant damage instead of 1d6 necrotic.
Blind Justice[edit]
Prerequisite: Level 14+, Golden Goddess
As a bonus action, you can cast blinding smite at 5th level without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Melodies of Hyrule Mutations[edit]
Inspired[edit]
‘’Prerequisite: Melodies of Hyrule ‘’
You gain the ability to inspire your allies through song. As a bonus action, you play one Musical Instrument you are proficient with to inspire another creature within 30 feet that can hear you. That creature gains an inspiration die, which is a 1d6 they can add to any attack roll, saving throw, or skill check they make in the next 10 minutes. A creature can only have one of these dice at one time. You may use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you complete a long rest.
Pop-up musician[edit]
‘’Prerequisite: Melodies of Hyrule ‘’
You learn the following spells, which count as Occultist spells for you: Bardcraft and Notes of Lesser Death.These cantrips don't count against the number of spells you know, and you can at cast the latter spell at 1st level without expanding magic points a number of times equal to your proficiency bonus. You regain all expended uses when you finished a long rest.
Expertise[edit]
Prerequisite: Level 6+, Melodies of Hyrule
Choose two skills or tools that you are proficient with. When you make an ability check with one of these skills or tools, you can add twice your Proficiency Bonus for that check.
Sharp Inspiration[edit]
Prerequisite: Level 6+, Inspired”
Whenever you or a creature you have inspired deals damage to a creature, they can choose to expend one Inspiration due to roll it and add the result to your damage roll. Additionally, you can now have a number of uses for your Inspired mutation equal to 2 plus your Intelligence mod.
Wonderbane[edit]
Prerequisite: Level 6+, Melodies of Hyrule
As a bonus action, you begin a performance with an Instrument you are proficient in. Any friendly creatures within 30 ft that can hear this melody become immune to the charmed and frightened conditions for as long as you play. This performance ends after one minute, or until you stop playing your instrument.
Cursebane[edit]
Prerequisite: Level 6+, Melodies of Hyrule
As an action, you can cast Dispel Magic or Remove Curse at 3rd level without expanding magic points. You can use this mutation a number of times equal to your proficiency bonus.
Spark of Influence[edit]
Prerequisite: Level 10+, Melodies of Hyrule, Inspired
Your Inspired die increases to a d8, and if you roll initiative and have no Inspired dice remaining, you regain one use.
Infalible[edit]
Prerequisite: Level 14+, Melodies of Hyrule ‘’
Whenever you make an ability check that lets you add your full proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.