Work with your GM to fashion and detail the cult, its practices and members, and seek to incorporate it into the world in a natural and logical way. You can help D&D Wiki by finishing and/or adding flavor to this page. Check out new settings that allow you to zoom and scroll easily.

One gets used to these things hiding in musky caves and constantly using poison to drive your foul deeds. Alignment: Any non-good. At 18th level, your God now trusts you with it's most powerful magic. You were either born into the cult's fold or joined later in life for one reason or another.

Check out new settings that allow you to zoom and scroll easily.Updated Dynamic Lighting now does as much and even more than our legacy system!Making custom character sheets is easier than ever with a special, streamlined game type to build and test them!Put your scrollwheel or trackpad to good use! This does not mean that you are held in high standing with such cults: the field of hidden worship is often a competitive one, and an adherent of one creed might stand in bloody opposition to a faithful of another.

You may cast your God's strongest spell once per long rest. Cultists are individuals engaged in the fervent and single-minded service of an individual or a God, often banding together to obtain extreme goals. Skills Deception +2, Religion +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/8 (25 XP). At second level you have now officially joined the cult and now must choose your role.

Although many such cults are secretive and adherents don't speak publicly of their strange faith, cults tend to snake their way into all areas of a cultist's life.

For whatever reason, you've chosen to leave your former allies behind. At second level you start to lose yourself. Cultists are individuals engaged in the fervent and single-minded service of an individual or a God, often banding together to obtain extreme goals. Their interactions with characters may vary depending on the God they serve and the goals they are trying to achieve, but there are some fundamental principles to keep in mind when role-playing cultists. You may add your Wisdom bonus to your Initiative rolls.

Cultist Monster D&D 5e (5th Edition) Actually, the cultist swear the allegiance to dark powers like the elemental princes demon lords, or Archdevils. You use Wisdom whenever a spells refers to your spellcasting ability.In addition, you use your Wisdom modifier when setting the saving throw DC for any spell you cast and when making an attack roll with one. The weapon must have the two-handed or versatile property for you to gain this benefit. The most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. ©2020 Wizards. At third level your dark dealings have changed you. Cultists are very much molded by the experiences they've faced within their own cult. At level 10, your Unholy weapon damage is now counted as magic in terms of overcoming resistance. Dark Devotion: The cultist has advantage on saving throws against being charmed or frightened. While they may be willing to die for their cause, they are not eager to do so and will try to put the odds in their favor during combat.

This summoning takes 1 hour, requires human sacrifice, and cannot be performed again until 3 days have passed. The horrific and foul power of the Great Old Ones have corrupted your flesh, you have -2 to Charisma and any non evil or undead creature will be wary of you, reducing their relationship level by 1. You may summon the Great One once a day. Saving Throws Int +5, Wis +8, Cha +5 Skills Arcana +5, Deception +5, History +5, Religion +5 Damage Resistances cold, fire, lightning Senses darkvision 60 ft., passive Perception 15 Languages any three languages Challenge 8 (3,900 XP). The most common of the Great Old One Cultists, you know a little magic but your main roll is frontlining and fighting those who would oppose you. Mark Forums Read Starting Gold: … You have said goodbye to your humanity and have fully embraced the power of the Great Old Ones. News; Comics; Shop; Forum; Forum Home; FAQ; Community. It'd also be appropriate and easy to simply use Orcs, Hobgoblins and Lizardfolk stat blocks and equipment but use physical descriptions of cultists. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Traits Dark Devotion: The cultist has advantage on saving throws against being charmed or frightened Beginning at second level, you now are proficient with medium and heavy armor and may choose a fighting style: At 20th level you are probably the leader of the cult.

The type of damage depends on your God: Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.Hit: 4 (1d6 + 1) slashing damage.

Allowing you to cast wizard spells albiet at a lower level. However, cult leaders may have distinctive markings on their robes or distinguishing physical characteristics such as scars or facial hair, which individuals can use to recognize them. They prepare rituals and support the Guards in the background if they need to fight off any unwanted guests.

As normal, you can't increase an ability score above 20 using this feature. First, Wisdom should be your highest ability score, followed by Strength. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Thanks to your long affiliation with your cult, you can easily identify members of other cults that follow an esoteric entity like that of yours.

Also at Second level, the Great Old Ones bless you with magic ability. This takes 5 minutes of deep meditation and prayer. When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

You may cast this spell a number of times equal to your wisdom modifier per long rest.