Occultist 1.3.2 and Blood Magic 0.7 Updates
Added 2023-02-13 04:32:07 +0000 UTCHey Folks-
Just a small mid-month update. While I'm busy with the Kickstarter stuff, I also want to make sure the march of content is well resumed.
Blood Magic will get added to the Casting Compendium when it reaches 1.0, but will probably remain its own section for folks that don't want to use everything in it; I'll figure that out as I get there based on what makes sense.
Occultist 1.3.2 is mostly just a small patch cleaning up restoring some things.
Warden and Spellblade updates are probably next, as well as hopefully a subclass update as I catch up to all the polls folks have voted on.
That said, I will try to do a Battle System update, as I want to have a new alpha for that out before the Kickstarter is over, so folks have a chance to get a better look at it, now that it'll be in the book. As always, I'll be sharing those updates here and my Discord.
Blood Magic 0.7
https://www.gmbinder.com/share/-N6TyN_Qs5QRWiB-BcDN
Changelog
Feats
- Hemomancer feat added.
Spells [+8 Spells]
- Tranfuse Life changed to 1d8 from spellcasting modifier.
- Exsanguinate damage increased by 1d6/2d6
- Crimson Poison duration increased to 1 hour.
- Bloodline Curse duration increased to 1 hour.
- Ichorous Blood completely rewritten (again).
- Explode Heart changed.
- Blood Divination added.
- Compelled Convulsion added.
- Sanguine Spears added
- Macabre Marionette added.
- Life Link added.
- Sanguine Doom added.
- Stirge Swarm added.
- Devouring Mist added.
Bloodforger
- Crimson Font reworked.
- Consume Vitality renamed Reaper's Harvest and reworked.
Undying Will renamed Life Control.
Occultist
- Blood Magic rite renamed Hemomancer. Can now only be used to cast Blood Magic spells. Functionality is the same as the feat, just easier for Occultists to get. No longer requires Blood Rituals to take.
- Blood Rituals no generates a level of exhaustion if you contribute more hit points than your charcter level/CR.
Red Coven
- Sanguine Vitality rite added.
- Witch's Fangs revamped to no longer use non-SRD spells.
Cultist
- Blood Fuel renamed Sanguine Power; reduced to damage equal to half the piercing or slashing damage dealt.
- Boon of Frenzy can now grant Dueling or Two Weapon Fighting.
- Boon of Fiendish Talent added
- Boon of Unholy Nature added.
- Boon of Burning Eyes added.
Occultist 1.3.2
GMBinder: https://www.gmbinder.com/share/-M-WtrKeZNFdEXq0MKXw
PDF: https://www.kthomebrew.com/s/Occultist-v132-compressed.pdf
1.3.2 Changelog
- Markings of Protection(+) now grants 11 + your Wisdom modifier AC. This is a slight decrease to base AC, but most Occultists will have better Wisdom, so this scales better and puts it on more equal footing with the nerfed Vestments of War Rite.
Witch
- Black Coven Spells changed. Non-SRD 1st level spell replaced with Hideous Laughter. Animate Shadow replaced with Bestow Curse. Non-SRD 3rd level spell replaced with Curse of Doom.
- White Coven Spells changed. Non-SRD 3rd level spell replaced with Karmic Hex. Non-SRD 5th level spell replaced with Dispel Evil and Good. Curse of Impotence renamed Enfeebling Hex. Binding Curse renamed Binding Hex.
- Green Coven Spells changed. Non SRD 3rd level spell replaced with Curse of Misfortune. Non-SRD 5th level spell replaced with Seeming.
- Familiar Bond improved, now allows you to transfer all damage taken by your familiar to you. This makes your familiar effectively immortal, but as familiars are far easier to hit and can get caught in areas of effects, it will remain a large weak point for the Witch if you choose to use this to keep it alive in the path of danger frequently.
- Master of Curses changed to now make 1st level curses and hexes no longer interrupt concentration on other spells. Casters frequently take War Caster eventually, so having this feature redundant with that is somewhat underwhelming for a capstone.
Curse Specialist rite added.
Hedge Mage
- Practical Skills now just adds all Wizard and Druid cantrips to the Occultist list for Hedge Mages, as well as Thaumaturgy. This is to make the spells work within SRD without axing a bunch of spells they depend on.
Oracle
- Mystery of Life replaced non-SRD 4th level spell with Vital Surge.
- Mystery of Souls replaced non-SRD 2nd level spell with Spiritual Weapon.
- Mystery of Light replaced non-SRD 5th level spell with Field of Stars.
- Halo of Mystery added or Oracle to give them more late game impact to their Mysteries.
Shaman
- Spiritual Warrior now allows you to use your Wisdom modifier in place of your Dexterity modifier for your Light or Medium armor. This reduces MADness.
- Primal Deflection removed as it was now redundant.
- Primal Magic options updated with new spells.
- Primal Earth replaced Wall of Stone with Fissure, as Wall of Stone is already an Occultist spell, but Fissure is not.
- Strength of Spirit rite added - this basically allowing MAD shamans to take an extra stat ASI to make madness more viable Tier 3+, though the cost of a rite is still significant.
- Radiate Power made a Dexterity save, but now does half on pass.
Have a good one folks!
-Kibbles
Comments
Hey for the blood magic, I think that the hemomancy rite and feat should probably have a spell level cap, cos casting a second or even third 9th level spell, even at the cost of 45 hp, is pretty broken, maybe up to level 6?
Crow's Parliament
2023-03-20 14:19:00 +0000 UTCI figured it out. It is a browser issue, so try a different browser, I was trying to use Firefox, but I had to use Chrome.
4ineye
2023-02-26 03:59:29 +0000 UTCI also have the same issue :/
Carothia
2023-02-25 17:17:09 +0000 UTCI don't know if other people are having this problem but I am having a hard time getting a properly formatted blood magic PDF downloaded. GMBinder is giving me weird formatting for blood magic and I can't seem to get it to cooperate
4ineye
2023-02-18 17:26:26 +0000 UTC