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Subclass Monster Hunter Occultist Guild

yoonmoonsik edited this page Jun 30, 2026 · 11 revisions

OccultistGuild

What Is the Occultist Guild?

The Occultist Guild is a Monster Hunter subclass that specializes in hunting spellcasters. At Level 3, it gains limited arcane spellcasting alongside Arcane Interference — extending Studied Response to trigger on spellcasts, not just attacks. Mage Hunter at Level 7 grants Advantage on all spell saves and forces Disadvantage on Concentration saves when you deal damage. Occult Knowledge at Level 10 expands your spell list from the Cleric, Druid, or Wizard pools.

Class Features

Progression Overview

LEVEL FEATURE
3 Acolyte of the Occult, Spellcasting, Arcane Interference
7 Mage Hunter
10 Occult Knowledge

Level 3

Acolyte of the Occult You gain proficiency in the Arcana skill.

Spellcasting You gain the ability to cast spells, primarily from the Abjuration and Evocation schools. You learn spells from the Wizard list and gain 2 first-level spell slots at Level 3. Your spell slots scale as you gain Occultist Guild levels.

Spellcasting ability: Intelligence — the same stat that powers Studied Response and Expert Strike.

Arcane Interference When a creature you can see within 60 feet of you casts a spell or makes a spell attack, you can use Studied Response against that creature before the spell is cast.

Level 7

Mage Hunter You have Advantage on saving throws against spells. Additionally, when you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain its Concentration.

Level 10

Occult Knowledge You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof.

Playstyle Notes

The Occultist Guild is the anti-caster specialist of the three guilds. Arcane Interference is the defining feature — it extends Studied Response beyond physical attacks to cover all spellcasting. Any spellcaster within 60 feet who tries to cast now triggers your Reaction counter before the spell resolves. Combined with Mage Hunter's Concentration Disadvantage, a single melee or ranged hit from an Occultist can both interrupt the current spell and threaten the enemy caster's next one.

Mage Hunter at Level 7 also gives personal resilience: Advantage on all spell saving throws makes the Occultist notably durable against magical enemies. The limited spellcasting (Intelligence-based, Abjuration/Evocation focused) provides utility and defense while staying true to the martial identity.

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