At 5th occultist level, choose a spell-blade art, which grants proficiency with a weapon group, grants you special abilities to weapons of that group, as well as potentially other abilities.
Spell-blade arts:
The staff of might - gain proficiency with a polearm weapon group.
You can spend 1 rest dice or spell point when making a staff attack to deal an extra 3d6 force damage, increase block DC by 2, and push the affected target back 15ft on a failed block check.
Can be invoked as an action to levitate an object or creature within 60ft for 1 round.
Can be invoked as an action to suppress a fire, leak, energy, or spark of lightning for 1d8 hours, to lock or unlock a simple lock, open or close a locked portal, or restore 1d4 HP to a construct or golem.
Runed blade - gain proficiency with a blade weapon group of choice.
You can invoke the blade as a bonus action by spending 1 rest dice or 1 spell point to grant yourself a +1 bonus to all d20 rolls for 1 minute.
When attuning the weapon, choose an element: fire, lightning, cold, force, acid. When striking with the weapon, roll a 1d4 chance dice. On a 4 or higher, deal 3d6 extra damage of the chosen kind. On a 3 or lower, deal only 1d6.
Impact catalyst - Gain proficiency with bludgeoning damage weapons from a polearm, hammer and cudgel, heavy arms, or segmented arms weapon group.
You can spend 2 rest dice or 2 spell point to make an enchanted strike with the weapon in a 3x3 area adjacent to you. Creatures within the area must make either a dexterity save or block check vs the weapons block DC + 2. Creatures are hit by the weapon, take weapon damage and any additional on-hit effect, and take an additional 5d10 + casting bonus force damage. Creatures that make the block or dexterity save take only half of the additional force damage and are missed otherwise. This leaves behind difficult terrain in the affected tiles.
Force and bludgeoning damage you deal while wielding this weapon is increased by 1d4.
Shadow blades - gain proficiency with either light blades, fist weapons, or daggers & knives.
You can invoke the weapons by spending 1 rest dice or 1 spell point as a free action to gain an extra attack for the next 2d4 turns.
When striking with the weapons, roll a 1d6 chance dice. On a 5 or higher, gain an extra attack. Extra attacks do not have this chance applied to them.
War-rune - gain proficiency with axes.
When you slay a small or larger sentient creature with the attuned weapon, roll a 1d10 chance dice. On a 10 or higher, restore either 1 spell point or 1 rest dice.
You can invoke the weapon by spending 1 rest dice and 1 spell point, increasing all damage dice dealt by the weapon(or spells cast by it) for the next 3d4 rounds.
Hex hand - Gain proficiency with fist weapons.
You can attune to a fist weapon, granting you 2 minor hexes and 1 major hex. This gains 1 extra major hex at 5th, and 1 extra greater hex at 6th occultist level.
You can spend one rest dice to project your grasp, unarmed strike, or fist weapon attack up to a range of 10ft per charisma, inteligence, or dexterity bonus (whichever is higher.) either granting it magical reach at that range, or gaining telekinesis at that range for objects you could otherwise lift push or interact with.
Gain a +1 bonus to sleight of hand checks.
At 5th occultist level, you can spend a rest dice during a rest to attune to a weapon of your spell-blade art chosen weapon group. The attuned weapon can use either your charisma or intelligence as the attack and damage modifier. Only one weapon can be attuned to at a time.
An attuned weapon has its crit range increased by 1.
When you critically strike with this weapon, you may spend a reaction to cast a spell that has a casting time of 1 bonus action, action, or reaction. The spell ignores any HP cost components it may have, and does not count towards the turn limit of spells cast.
At 6th occultist level, choose one upgrade:
Lifedrinker - When you slay a creature with a weapon, you can ignore the health component cost of the next spell you cast until the end of your next turn.
Twin spell-blades - You may attune to two spell-blades simultaneously. You gain a +1 bonus to AC while wielding two attuned spell-blades, and ignore somatic components while wielding both.
Warp strike - You can effectively increase the range of your spell blade attacks to 40ft, blinking to the target on a successful attack at the cost of 1 rest dice or 1 spell point.
Mage-slayer - Creatures struck by either your spell-blade attuned weapons, or by your weapon secrets chosen weapons gain disadvantage on their next concentration check and their next wisdom save for 2 rounds.
Soul-weapon - Your spell-blade can be summoned to your hands as a bonus action.
Strike-casting - You can make an attuned spell blade weapon attack instead of a melee spell attack against a target. On a success, deal the spell-blade damage in addition to the spell effect. The weapon damage still requires a block check.
Blood-ritual - You can perform a ritual by cutting yourself, taking 1d6 HP worth of damage and spending 1 rest dice as an action, to cast up to 3 spells simultaneously. The spell targets cannot overlap if they deal damage, and the spells still require you to spend spell points.
Enchanted shell - Gain proficiency with either medium or heavy armor. You can attune to the chosen type of armor, similar to how your spell-blade attuning works. While wearing it, you gain a +1 bonus to saves vs spells.
At 6th occultist level, you can attune up to 3 large crystals during a long rest to function as soul gems. You can only have up to 3.
A soul-gem functions as a vessel. When you slay a creature with your spell-blade art attuned weapon, or when a creature you have enchanted/bewitched within 30ft dies, or if you make a DC 22 arcana check when a creature within 30ft dies, an empty soul gem is filled.
You can expend a filled soul gem when casting a spell, using them interchangeably with spell points (Subject to GM.)
At 7th occultist level, either pick an extra 6th level spell-blade exploit, or pick an extra upgrade from the list below:
Soul-gem battery - You can destroy a filled soul gem to empower your attuned weapon, granting it an extra 2d6 lightning damage for the next 3d4 rounds. You can also destroy a soul gem to attempt to directly deal 4d10 + casting bonus lightning damage to a target within 40ft, requiring a DC 20 dexterity save to halve.
Soul-collector - You can attune to a maximum amount of 5 soul gems.
Blade-weaving - You can expend a soul gem to cause your attuned weapon to modify, gaining one of the following properties(and replacing the previous): reach I, serrated 1d4, stun, expose, cleave, clutch, heft, breach, overpower 1d10, swing.
Soul gem artifice - You can attune another weapon, either of the same group, or another you are proficient with. You can combine the two attuned weapons and meld them into one, allowing you to swap between either weapon as a free action, allowing them to share enchantments, increasing the limit for enchantments by 1, and increasing either of its attacks block DC by 1.
Soul-eater - You can consume a soul gem to restore 1 rest dice and gain 2d10 temporary health. Once a rest dice is consumed, you take 1d12 psychic damage if you consume another soul gem, and you must roll a 1d6 chance dice at the start of your turn. On a 5 or higher, the effect ends and you can consume another soul gem.
Soul-shield - Gain proficiency with light or heavy shields and the ability to attune to the chosen group similar to the spell-blade process. You can immediately choose to expend 1 soul-gem to gain a +6 bonus to a physical save vs a spell or magical effect, or project a bubble of force around you in a 10ft radius, granting protection from projectiles, the environment, and debris while the shield remains raised(you do not move or lower your casting hand)
Spell-thread creation - During a dark ritual you can choose to create 1d3 spell-threads instead as one of the outcomes. A spell-thread is an 80ft string of enchanted metallic fabric, which can be thrown as a 40/80 thrown weapon, and allows anyone touching it to target all other creatures or tiles it touches with a touch or selective tile spell, burning up the thread in the process.
Soul-hex - You can spend 1 rest dice to create a hex gem instead, imbuing it with a greater hex. You can only attune one such gem at a time. A hex gem can be used by the wielder to imbue the greater hex placed within it.
At 8th occultist level, either pick a 6th or 7th level spell-blade exploit upgrade.
At 8th occultist level, your soul gems can have a chance (1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 1d12) to not disappear when used, depending on the rarity of the soul flowing through the gem(Subject to GM. A minor monsters soul has a 1d12 chance to not be consumed.)
At 8th occultist level, your attuned spell blade weapons have their damage dice increased by 1 size category.
Choose an ability:
True spell-blade - You can spend 1 rest dice, 1 spell point, or 1 filled soul gem when landing a successful attack with your spell blade to immediately cast a touch or reach spell against the target. When doing so, the spell consumes no additional spell points.
Soul smith - You can spend 1 rest dice to imbue a spell-blade art valid weapon by sacrificing a soul gem, adding its properties (Subject to GM.) into the weapon or granting an equivalent form of power to the weapon (Subject to GM.)
Occult master - Gain an extra spell point. Learn an extra occult spell of up to 4th level. You can spend 1 soul gem in addition when casting a spell to upcast it by 1 level.