Seek Beyond the Stars for Forbidden Knowledge
Occultists bind themselves to beings beyond this world so that they might peer behind cosmic veils, devour forbidden secrets, and push their understanding of spellcraft until reality itself tears open. What is the truth you seek?
Level 3
Intrusion.
Powers from beyond the stars try to use you as a gateway. If your attack roll misses or crits, roll your Intrusion die, which starts as a d12. If your Intrusion die rolls higher than a 1, nothing happens and the die reduces in size (d12>d10>d8>d6>d4). If you roll a 1, roll on the Intrusion table. The size goes up one step when an Intrusion occurs, and fully resets after a Safe Rest.
You can also focus alien potency into your spells to give them advantage. When you do, roll your Intrusion die first.
Well-rounded Schooling.
Learn 1 Utility Spell each from the Fire, Ice and Lightning Schools. Gain advantage on Lore or Arcana checks related to occult practices.
Level 7
Reality Tear.
Cause an Intrusion to regain 1 use of Pilfered Power.
Level 11
Occult Presence.
When rolling on the Intrusion table, roll twice and choose either result. You can also take 1 Wound to prevent an Incursion, in which case the die size stays the same.
Level 15
I am the Gate.
Pay half your max HP to cast Creeping Death.
Intrusion Table.
Roll a d12:
1 You feel a presence behind you that whispers incomprehensible things into your soul. You are Dazed until the end of your next turn.
2 Space twists and melts around you. Every creature within Reach 4 (including you) struggles against the warping of reality and is Slowed for 1 turn.
3 The nearest other creature within 4 spaces must pass a STR save or take 2d12 damage. You are healed for this amount.
4 Reality tears in your space until the end of your next turn. You and each creature that can see the tear must pass a WIL save or be Frightened while the tear exists.
5 One of your arms warps into an alien appendage for 1 minute. An unarmed strike with the limb has 2 Reach and deals 1d12+KEY Bludgeoning damage.
6 Alien landscapes overlay your vision, giving you the Blinded condition until the end of your next turn.
7 Unnatural thoughts disorient you, giving you the Incapacitated condition until the end of your next turn.
8 You experience an instant of terrible clarity. You take 2d8 Psychic damage, and for 1 minute, the DC for effects you cause is increased by 2.
9 Cast a Necrotic spell for free and choose the tier (up to the tier you can normally cast). You take Necrotic damage equal to twice the tier. This damage can't be reduced or prevented.
10 When you cause this Intrusion and at the end of each of your turns for 1 minute, the fabric of space pulses within Reach 3, giving you and each creature in it the Prone condition.
11 For 1 hour, you hear whispered, disembodied thoughts of hateful scorn directed at you. While you can hear them, you have disadvantage on ability checks and WIL saves.
12 A monster with a level up to yours appears in an unoccupied space within 6 spaces. The GM decides the creature's attitude (Hostile/Indifferent/Friendly) and actions.