At 5th occultist level, choose one:
Gain proficiency with persuasion. If already proficient, gain expertise. If already expert, learn an arcane cantrip.
Gain proficiency with intimidation. If already proficient, gain expertise. If already expert, learn an occult cantrip.
Gain proficiency with deception. If already proficient, gain expertise. If already expert, learn a mystic cantrip.
At 5th occultist level, gain an upgrade from the list below:
Cold calculation - You gain a +1 bonus to intelligence. You can use int for persuasion and intimidation checks.
Flesh-manipulation - You can spend 3 rest dice as an action, move action, and bonus action to manipulate a nearby creatures limb as an action by means of magic, doing one of the following effects:
Healing target for 3d12 + your INT bonus.
Target must make a constitution save (8 + your level + int bonus) and take 4d12 + INT bonus bleed damage on failure.
Regenerate a lost or damaged limb.
Remove poison from a living target, or extract essence or vitals from a dead target.
Grim aura - You gain a +1 bonus to intimidation checks. Your can learn necromancy spells of any class of magic. Gain resistance to necrotic damage.
Hex invocations - Learn 1 minor hex and 1 major hex. At 6th warlock level learn a greater hex. Can be taken again to learn an extra minor and major hex, and another greater hex at 8th character level.
Incite chaos - You can spend 1 rest dice or spell points to enchant a creature within range to make a wisdom save vs a DC of 8 + your level + your charisma modifier. On a failure, the creature is compelled to either attack another as possible, or to do a harmful, disorderly, or unruly action.
Invoke eldrich power - Expand your lvl 4 dark ritual upgrade to offer the following extra option: Gain an eldrich spell point. It can be used to cast a spell you know, but has a chance to fail that scales with the number of eldrich spell points you have: 3 - 1d4, 2 - 1d6, 1 - 1d4. On a failure, eldrich magic happens (Subject to GM.)
Magic manipulation - Upgrade 2 cantrips you know once. You gain a +1 bonus to saves vs spells.
Shadow walking - You gain a +1 bonus to stealth. While in darkness, you can shadow walk by spending a rest dice as an action. When doing so, you become aware of all unilluminated areas, within a 200 ft range. You can blink to any such area immediately afterwards.
Silver tongue - You gain a +3 bonus to persuasion with people who wield power or command over others. Gain a +6 bonus to checks made to mimic other voices that you have heard.
Smoke and mirrors - You can learn illusion spells of any class. You gain a +1 bonus to deception. Gain a special illusion specific spell point that can be used only on illusion spells and renews every time you rest.
Steel and Sorcery - Learn a martial weapon group of choice. Gain proficiency with it and your attacks with that class of weapon gain a +1 bonus to hit and damage, and can have their attacks used as part of the touch component of spells. Gain a +1 to arcana checks made to interact with enchanted weapons.
Underling master - Expand your lvl 4 dark ritual upgrade to offer the following extra option: Increase the max HP of a summon, elemental, construct, or undead by 1d4 and mark it. Can only be done a maximum of 4 times per target, and can only be done once per rest per target. This increases to 1d10 at lvl 9. When a marked creature dies, you regain 1 rest dice.
At 7th level, gain an extra upgrade.
At 6th occultist level, dark ritual is upgraded to have the following extra options:
Lightning wand - Gain a wand with 1d4+1 charges, can be used as a bonus action for a 30/60ft spell attack that deals 1d12 + int bonus lightning damage and cannot be blocked.
Artificers wand - Gain a wand with 1d4+1 charges, can be used as a bonus action to heal an undead, elemental, or construct for 1d12 + int bonus health.
Warping stone - Gain a warping stone that can be consumed as a reaction to retarget a spell that is targeting you to a creature within 10ft.
Invisibility dust - Gain a pouch of invisibility dust that can be sprinkled on yourself or a nearby creature to grant them invisibility. Lasts for up to 1d8 turns, and does not reduce in duration if the target does not move or perform an action.
All such items expire upon long rest.
At 7th occultist level, you are immune to charm, fear, and terror effects.
At 8th occultist level, choose an ability from the list below:
Many schemes - Learn an extra dark scheme. Gain an extra feat.
Weave lies - You can spend 2 rest dice when making a lie. On a success, the target is charmed to believe you as best as possible. Targets are dispelled of their charm uppon realizing a clear contradiction or absurdity. Gain a +1 bonus on deception and persuasion checks.
Mind-reap - You can spend 4 rest dice to deal 8d8 + int bonus psychic damage to a creature under the effect of your charm spells or cantrips.
Syphon magic - You can spend 1 rest dice when a magical creature or spellcaster dies within 20ft to regain 1d10 HP, regain 1 spell point, and restore 1 block.
Communion - Your max HP is increased by 1 per follower, charmed creature, or subject that you have (max 20.)