Cult Compendium Lite (Free Version)

by Rashizar

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Mythmaker's Cult Compendium Lite

Introduction

What Is A Cult?

Cults are defined by religious beliefs that most people regard as strange and/or sinister.

Typically fantasy roleplaying games use cults for villains, and there are many options included here to that end. However, cults do not necessarily have to be evil. Something that strays significantly from religious norms could be considered a cult, as could something that is simply mysterious and misunderstood.

For example, a group of firbolg druids worshiping an old, forgotten fey spirit might be regarded as a cult, even if they have only the most benevolent intentions.

The term "cult" is often limited to the perception of a group from outsiders. Those within a cult usually do not see themselves as a cult, although some might embrace the term.

How To Use Cults

Cults are excellent antagonists in campaigns at any level. Players might also find themselves involved in or even starting their own cults. Player cults do not have to be limited to evil campaigns or evil characters.

Mythmaker's Tip: Use cults to humanize villains that aren't otherwise human. The members of the cult have a past -- they weren't always this way. What corrupted them? Could they be saved? Is there some chance there could be merit to their beliefs? How could you make your players empathize with such characters? While eldritch aberrations or monstrous demons may not have this same level of moral complexity, the humans that serve them can and should.

About This Compendium

This free compendium is a small preview of the larger compendium, available to patrons of all tiers.

The full compendium contains 9 cult concepts, Rules for Cult Boons (with 26 boons and 12 bonds) , rules for Affliction (a new negative status), 14 new spells, 15 new magic items, and 16 stat blocks.

Special Thanks

A huge thank you to my wonderful patrons for all their support, and to everyone who supports this work through discord, instagram, reddit, and beyond. You all mean the world to me <3

A special shoutout to my high tier patrons, S1R1U5_BLK, Soshiro, Candles, Zirm, Mechanaught. You are awesome!

Cult Concepts

The Bloodhive

  • Type: Blood Cult
  • Themes: Blood, Vampirism, Horror, Integrated
  • Idol: Ixzelia, The Sanguine Queen, an ancient, cursed vampire sorceress with insectoid features
  • Goal(s): Grow the hive, strengthen Ixzelia.
  • Means: Due to the unusual biology of most followers, they can't reproduce. Growing the hive requires converting or forcefully capturing humanoids outside the cult and then subjecting them to a transformation ritual.
  • Followers: The initial ritual to join the cult transforms a person from their normal form into a blood-sucking insectoid version of themselves, and links their will/consciousness to the great hivemind, which is controlled and sustained by Ixzelia herself from safe within the deepest reaches of her well-guarded nest (an amalgamation of a classic gothic vampire's castle and an underground tunnel network, like an anthill).
  • Renown: Well known, widely feared, influential. Depending on the size of the bloodhive in your campaign, they might even rival nations and similar political powers, essentially acting as a small but fearsome nation of their own.
  • Example Plot Hook: For lower level campaigns, the cult might be small and attempting to establish itself. Fearful of the spreading hive, an agent of good might seek heroes to help infiltrate the hive and kill the queen. Alternatively, a well established hive could pose a serious threat to a major kingdom. The players could become swept up in the mess and might even be captured. If they escape from the transformation ritual, they would find themselves deep behind enemy lines. Do they flee or find and kill the queen?

The Children of Eden

  • Type: Druidic Cult
  • Themes: Nature, Elements, Aggressive, Integrated
  • Idol: The Primordial Elements
  • Goal(s): Return civilization into the hands of nature
  • Means: This is a violent cult bent on acquiring power in order to wipe the civilized world from the planet and return the world to the hands of nature. Summoning natural disasters or bestial titans could be part of their plot, as could as unleashing diseases to wipe out humans.
  • Followers: Followers must abandon civilized life and become one with nature. The use of manufactured things is forbidden -- only hand crafted and naturally grown things are allowed. Most followers are some kind of druid, ranger, or barbarian in terms of how they live and fight. All followers know the Druidic language and are sworn against speaking common, the language of civilization.
  • Renown: Well known, notorious, feared
  • Example Plot Hook: Increasing frequency of natural disasters seems unnatural. Eventually the cult claims credit and threatens to destroy civilization but offers salvation to anyone who will renounce civilization and join them. The players may be motivated by loss caused the disasters, and seek to stop the cult. Leaders of civilization would dismiss the threats of the cult, but secretly be fearful of losing their leadership power, and might even secretly pay a party of heroes to investigate and stop the cult.

The Father's Faithful

  • Type: Time Cult
  • Themes: Chronomancy, Political, Intrigue, Integrated
  • Idol: Jortnar, Father of Time (Supposedly a divine being, possibly a powerful celestial. The cult believes Jortnar was once in control of the flow of time, but that he was usurped by other gods and banished into Oblivion, a far realm outside of time)
  • Goal(s): Shatter the flow of time so that Jortnar can return from Oblivion and reclaim control over time itself. Specifically, acquire magic that could allow them to converge branches of time in on themselves, which would

essentially cause a multi-dimensional cataclysmic event. In that apocalypse, the bonds of reality would break and oblivion would be released, allowing Jortnar to return. The cultists believe he would then stop the apocalypse, saving his faithful, and rebuild reality into his perfect design.

  • Means: The cult desperately seeks any chronomantic magic it can find. The more dangerous and extreme, the better. Most of these secrets were well hidden or even destroyed long ago by those seeking to stop the earliest efforts of the cult. The cult is set up as a shadow organization, meaning they operate in secrecy mixed within other factions. Members of the cult could be influential politicians, religious leaders, arcane scholars at high positions within universities, merchants, military leaders, etc.
  • Followers: Only the elite are accepted. You would need magical ability, abundant resources, political influence, and/or ability to fight for the cult, etc.
  • Renown: Shadow cult (secretive yet influential)
  • Example Plot Hook: The players are hired by a mysterious benefactor to delve a dungeon seeking an arcane artifact. This may seem like a regular quest, but secretly their benefactor is part of the cult and the artifact is an important piece for a chronomancy ritual that could send the cult back in time (where they could find the secret magic to destroy the flow of time).

The Maw of Madness

  • Type: Eldritch Cult
  • Themes: Memory, Madness, Time, Integrated
  • Idol: Yov'Ugnoz the Devourer (Ancient, powerful aberration, created by the god of madness and god of knowledge, locked away in an interdimensional prison by the combined efforts of multiple other gods)
  • Goal(s): Release Yov'Ugnoz from its prison.
  • Means: The way to find and open the prison is lost to time. The cult seeks to find these secrets by stealing the memories of powerful beings. To do so, they will breed and grow aberrant creatures called Memory Beasts that can consume memory. This breeding process involves kidnapping tons of people and feeding them to the young memory beasts, who devour their memories and then leave the husk behind -- insane people with extreme amnesia.
  • Followers: Followers must link their mind and memories to The Nest, where the memory beasts are grown, as part of their initiation ritual. Over time, they slowly lose sanity and free will. This process also has physical repercussions: the follower's skin grows pale and shriveled, their eyes become set deeper in their head, and their hair falls out. Most cultists wear masks most of the time, or use magic to disguise themselves in public.
  • Renown: Secretive, insidious, obscure
  • Example Plot Hook: People in a town or city have been disappearing and then returning with no memory, seeming to have lost their mind. Investigation would point to a human trafficking gang, led by a cult member. In the gang's hideout, a secret temple with a portal to the underdark could be found. In the underdark, the players would discover a small city entirely controlled by the cult, where they are growing the Memory Beasts and bringing all their slaves (from cities all over the world).

Rules: Cult Group Casting

Cults are often made up of weak and lowly individuals seeking greater purpose in the service of a higher being. Sometimes these individuals aren't powerful enough on their own.

You can use these rules as a basis for cultists working together to cast more powerful spells than they would otherwise be capable of.

Group Casting Summary

Group casting involves multiple creatures sacrificing their life force and engaging in chanting a magical rite. The ritual takes a few rounds and can be interrupted.

If the ritual is completed, the initial caster is capable of casting any spell of their choice of a spell level equal to or lower than the number of creatures involved in the ritual (Max 9th level), provided the caster has access to some knowledge of the spell, such as a scroll, spellbook, or inscription on a temple wall.

Initiating a Group Cast

First the initial caster must choose a target spell when they begin the ritual. If the spell being cast requires material components, they must be provided. If the spell has a longer casting time than 1 action, the casting time is added onto the ritual duration.

To start the ritual, a creature must slit their hand with a ritual dagger worth 250 gp, inlaid with gems. In doing so, the creature loses 5 hit points as it begins to bleed for the duration of the ritual, suffering 5 more damage at the start of their turns until the ritual is complete.

When the ritual initiates, any number of creatures within 30 feet of the initiating creature can use their reaction to join the ritual by slitting their own hands (although they may use any dagger), also losing 5 hit points as they begin to bleed for the duration of the ritual, suffering 5 more damage at the start of their turns until the ritual is complete.

Completing the Ritual

All creatures involved in the ritual must chant for the duration of the ritual. A creature ceases chanting if they become incapacitated or incapable of speaking out loud.

The time required for the ritual depends on the level of spell being cast through the ritual. The ritual takes a number of rounds equal to 3 + the level of the spell being cast.

If more than half (round up) of the creatures involved cease chanting, the ritual is interrupted. An interrupted ritual can resume at the start of the next round, although it does not get any closer to completion. If a ritual is interrupted two rounds in a row, it ends and is completely wasted.

The ritual completes at the start of the initial caster's turn after the ritual's duration has passed. When it does, the initial caster casts the spell.

Simplified Alternative

Instead of using a dagger and consistently losing hit points, you could require participants to hold some kind of focus and maintain concentration on the ritual -- especially if your players are actively trying to thwart the ritual.

New Spells

Soulforged Shackles

1st-level abjuration
Cleric, Paladin, Sorcerer, Warlock


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Two connected links of cold-iron chains worth at least 30 gp)
  • Duration: Concentration, up to 1 minute

Two chains of radiant or necrotic energy (your choice) fling out from your hands towards a creature you can see within range. Make a ranged spell attack. On a hit, the target suffers 1d6 radiant or necrotic damage (reflecting the type of chains you chose to create when you cast the spell), and the chains cling to the target for the duration, causing the following effects:

  • The target is restrained.
  • Whenever the target makes a weapon attack, it first suffers 1d6 radiant or necrotic damage.

The spell ends if the target is ever more than 30 feet from you. An affected target can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Whispers of Madness

2nd-level enchantment
Bard, Sorcerer, Warlock


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 minute

You whisper maddening thoughts into the mind of a creature you can see within range who can hear you. The target must make an Intelligence saving throw. On a failed save, the target suffers a Short Term Madness (DMG p259) for the spell's duration. You must use your action on subsequent turns to maintain the spell by whispering more maddening thoughts, otherwise the spell ends early at the end of your turn.

Aberrant Eye

6th-level conjuration
Warlock, Wizard


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a 10-foot radius floating, spectral eye surrounded by writhing tentacles at an unoccupied point you can see within range. For the duration, while you are within 120 feet of the eye, you can seamlessly shift between your own vision and seeing as though from the eye's space (no action required).

You can also move the eye up to 30 feet as a bonus action, provided you are within 120 feet of the eye.

Additionally, when you cast the spell, and as an action on each of your turns for the duration, provided you are within 120 feet of the eye, you can cause one of the following effects:

Eye Beam: A line of energy 5-feet long and 60-feet wide blasts out from the eye in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 force damage on a failed save, or half as much on a successful one.

Otherworldly Gaze: Choose one creature within 60 feet of the eye. The target must make an Intelligence saving throw. On a failed save, the target suffers 2d10 psychic damage and a Short Term Madness (DMG p259) which lasts until the start of your next turn.

Grasping Tentacles: The tentacles around the eye temporarily materialize into a shadowy essence and lash out in a 10-foot radius around the eye. Creatures in that area must make a Strength saving throw, suffering 4d8 bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails is also restrained until the start of your next turn.

Magic Item Rules

Instead of 5e's normal rarity system, Mythmaker's magic items use 3 new metrics: Tier, Renown, and Rarity.

Tiers

Tiers are a meta rating of an item's power level/potential impact on a campaign. Rated 0-5, corresponding to tiers of proficiency, with 0 representing insignificant impact at any tier. Tiers of proficiency are:

  • Tier 1 (+2, levels 1-4)
  • Tier 2 (+3, levels 5-8)
  • Tier 3 (+4, levels 9-12)
  • Tier 4 (+5, levels 13-16)
  • Tier 5 (+6, levels 17-20)

Tier 1 is comparable in power level to most uncommon items. Tier 2 is comparable to rare, tier 3 to very rare, tier 4 to legendary, and tier 5 to artifact items.

Renown

Renown is a lore-friendly measure of how well known an item is, rated 0-5.

  • (0) Obscure. Few know of this item. Obscure does not mean insignificant-- it could simply be a well kept secret.

  • (1) Niche. Known in small circles or amongst niche communities, but rarely recognized outside of those groups.

  • (2) Recognizable. Far from a household name, but something that people anywhere might recognize.

  • (3) Distinguished. Fairly well known across the lands. Would generally be seen as something to treasure.

  • (4) Exalted. Widely known and very highly valued. Often included in popular myths and legends or something of the sort.

  • (5) Legendary. These are the most famous and highly treasured items. Featured prominently in popular legends, these items have reputations that rival the greatest heroes, villains, and myths of their time.

Rarity

Rarity is a lore-friendly measure of an item's frequency in the world, rated 0-5.

  • (0) Abundant. Very easy to find everywhere, large numbers exist

  • (1) Regular. Not difficult to find, plenty exist

  • (2) Occasional. Sometimes harder to find, some exist

  • (3) Infrequent. Will take some work to find, few exist

  • (4) Scarce. Difficult to find, only a handful might exist

  • (5) Unique. One-of-a-kind, typically very hard to find

Attunement

Attunement costs a number of points, usually between 1 - 3, with 2 points being the value of "normal" 5e attunement.

A character has 6 attunement points. Alterantively, you could give characters points equal to their proficiency bonus + 1.

Some items may allow you to invest more or less attunement points for variable effects. Otherwise, attunement rules are unchanged.

New Magic Items

Ritual Skull

Wondrous Item (Tier 0 / Rarity 0 / Renown 0)

Immediately after a creature within 5 feet of you dies, you can use a reaction to capture some of its life essence in this item. The skull can store the life essence of one creature at a time. You can expend stored essence when you cast a spell as a ritual to do so using the spell's normal casting time, ignoring the longer ritual casting time (no action required).

Soul-Vessel Charm

Wondrous Item (Tier 1 / Rarity 1 / Renown 2) (Requires attunement - 1-3 points)

This small charm is typically attached to a spell focus, or worn as a necklace. It is often shaped like a symbol of a certain god or higher being with ties to souls and soul magic.

This charm can hold up to a number of charges equal to the number of points with which you attune to it.

A creature attuned to the charm can perform a 1 minute ritual over a dead humanoid body that has a soul and that died no more than 24 hours prior. If the creature's soul is not free, the ritual fails. When the ritual completes, the charm regains 1 charge.

An attuned creature can expend charges from the charm in place of spell slots when casting a spell, using 1 charge to create a 1st level slot, 2 charges for a 2nd level slot, and 3 charges for a 3rd level slot.

Scrolls of Eldritch Song

Wondrous Item (Tier 2 / Rarity 3 / Renown 2)

A collection of obscure poems which are laced with references to occult practices and eldritch beings. Some of the poems are written in a foul eldritch language.

Reading these poems imposes a DC 15 Intelligence saving throw vs an Indefinite Madness. If a creature continues to read all the poems in the book, they can attempt a DC 20 Intelligence ability check. On a success, they come under the effects of the spell Contact Other Plane, reaching some aberrant being of the DM's choice. On a failure, they gain an Indefinite Madness and can't attempt this again.

Grim Scythe

Weapon (Tier 3 / Rarity 5 / Renown 3) (Requires attunement - 1 point)

This ominous scythe is oversized, but seems to float in the hands of an attuned wielder. It is a magical martial weapon with a +1 bonus to attack and damage rolls. It has the versatile and reach (10 ft) properties, dealing 1d10 slashing damage (or 1d12 while two handed) on a hit.

While using the weapon with two hands, when you hit with a melee attack, you can cause the attack to cleave. Choose one creature adjacent to your target. If your original attack roll would also hit that creature, deal damage to that creature equal to your Strength mod.

While holding the scythe and attuned, you can also cast the Spiritual Weapon spell through it, summoning a spectral copy of the scythe. The spell is cast at a level equal to your proficiency bonus and uses Intelligence, Wisdom, or Charisma as your spellcasting ability (your choice). Once you use this feature, you can't do so again until you finish a long rest.

Eldritch Orb

Wondrous Item (Tier 4 / Rarity 4 / Renown 3)

This otherworldly orb, roughly 9 inches in diameter, swirls with black, purple, and green energy beneath its smooth, shiny surface. Some say they can see an eye when they look into the orb -- others simply go mad.

While holding the orb, you can cast Detect Thoughts at will, using Intelligence as your spellcasting ability.

Additionally, you can look into the orb and use an action to cast Aberrant Eye (pg 10) at its lowest level, using Intelligence as your spellcasting ability. When you do, you must also make an Intelligence saving throw (DC 15). On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. Each time you succeed this saving throw, the DC is permenantly reduced by 1 for you. Once the orb is used in this way, it can't be used again in any way until the next dawn.

Cult Stat Blocks

Tired of using the some Cultist and Cult Fanatic stat blocks from the MM? Bored of reskinning bland NPCs and calling them cultists with nothing unique or occult about them?

This collection of stat blocks fleshes out numerous roles one might find within a cult faction. These creatures also make better use of action economy than typical monsters in 5e to keep encounters dynamic, and they have strong synergies with each other to make encounters feel tactically satisfying for the DM and players.

This free document contains 5 stat blocks, while the full document, exclusive to patrons, contains 16 stat blocks.

Rule Supplement

Like all my creatures, these stat blocks use the Giffyglyph's Monster Maker rule supplement.

Giffy style monsters don't follow the same rules as player characters when generating their stats. They use Level, Rank, and Role to determine certain stats based on a table. These stats can be adjusted as needed for individual stat blocks, as I sometimes do here.

Using the stat block is generally consistent with using any other stat block in 5e, although understanding the following shorthand is helpful:

(xY) indicates multiattack, where Y is the number of attacks to make. For example, Slash (x2) means you make two attacks when you take the Slash action. Note. Using my monsters, you do not use mutliattack when taking a paragon action.

(Cooldown X) means that once you activate the trait, you can not do so again for X rounds. Cooldowns progress at the start of the creature's turns.

Check out www.giffyglyph.com for more info!

Templates

These stat blocks can be supplemented by templates which enhance or modify the base stat block in a few ways to make them unique and especially flavorful for a specific type of enemy and/or faction. You can find example templates at the end of this document.

Reskinning

You don't necessarily need to use templates to reskin these stat blocks! Get creative and assign stat blocks to NPCs and enemies that may not fit the exact thematic notes as written, but fit the mechanical themes nonetheless.

Encounter Levels

A GM can easily scale these stat blocks to better fit the challenge their party needs using Giffyglyph's Monster Maker web app. The JSON files for these stat blocks are available to patrons of all tiers.

Basic Cultist


Cult Initiate

Medium humanoid (Level 1 Striker Minion)


  • Armor Class 10
  • Hit Points 5
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 16 (+3)

  • Saving Throws Cha +1, Dex/Con -1, Str/Int/Wis -4
  • Skills Deception +5, Religion +3
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/8 (12 XP)

  • Attacks +3 to hit. Hit: 2 damage
  • Attack DCs Primary DC 11, Secondary DC 8

Dark Devotion. You have advantage on saving throws against being charmed or frightened.

Actions

Strike. Melee Weapon Attack: +3 vs AC. Hit: 2 bludgeoning, piercing, or slashing damage (your choice).

Dogma. Reciting dogma, you affirm your own faith. You have advantage on all saving throws until your next turn ends. During that time, you are also immune to being charmed or frightened.

Notes

The basic cultist is a worshipper and little more. They can call on their devotion and dark faith to reinforce themselves, but aren't equipped to actually oversee cult rituals or contact supernatural beings. In most cases, a cultist at this rank may not even be allowed to show their face or speak to higher ranking members at all.


Cult Acolyte

Medium humanoid (Level 4 Supporter Grunt)


  • Armor Class 13
  • Hit Points 27
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 10 (+0)

  • Saving Throws Str +5, Dex/Con +2, Int/Wis/Cha +0
  • Senses passive Perception 11
  • Languages Common
  • Challenge 1 (275 XP)

  • Attacks +4 to hit. Hit: 6 damage
  • Attack DCs Primary DC 12, Secondary DC 9

Dark Devotion. You have advantage on saving throws against being charmed or frightened.

Actions

Strike. Melee Weapon Attack: +4 vs AC. Hit: 6 (2d4 + 1) bludgeoning, piercing, or slashing damage (your choice).

Condemn. Ranged Spell: DC 12 vs Dex, Fail: 4 (1d6 + 1) fire damage and the next attack against the target before your next turn has advantage and deals an extra 4 (1d6 + 1) fire damage if it hits.

Dogma. Reciting dogma, you affirm your own faith. You have advantage on all saving throws until your next turn ends. During that time, you are also immune to being charmed or frightened.

Sign of Faith. Speaking a word of power, you manifest a minor wonder, a sign of supernatural power, within 30 feet. You create one effect from the Thaumaturgy spell. Additionally, choose a willing creature within 30 feet who can hear or see you. That creature can immediately use its Dogma action as a reaction, if it has one.

Notes

Acolytes are at the core of the cult. They are the standard priests that oversee most of the cult's daily tasks, including worship and rituals. While the most basic cultists are merely devotees with no real special powers, acolytes serve the faith in a dedicated role and are granted minor magics to that end.


Cult Defender

Medium humanoid (Level 3 Defender Grunt)


  • Armor Class 16
  • Hit Points 33
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 8 (−1) 10 (+0) 12 (+1)

  • Saving Throws Con +6, Str/Dex +4, Int/Wis/Cha +1
  • Skills Athletics +4, Religion +1
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1 (175 XP)

  • Attacks +3 to hit. Hit: 5 damage
  • Attack DCs Primary DC 11, Secondary DC 8

Dark Devotion. You have advantage on saving throws against being charmed or frightened.

Resolute. Whenever you succeed a saving throw, you gain +1 AC until your next turn starts.

Actions

Strike. Melee Weapon Attack: +3 vs AC. Hit: 5 (1d6 + 2) bludgeoning, piercing, or slashing damage (your choice).

Knockback. Melee Weapon Attack: DC 11 vs Strength. Hit: the target is pushed up to 10 ft away and knocked prone.

Dogma. Reciting dogma, you affirm your own faith. You have advantage on all saving throws until your next turn ends. During that time, you are also immune to being charmed or frightened.

Reactions

Devout Defender. As a reaction when an ally within 5 feet of you is targeted by an attack, you can redirect that attack to yourself.

Notes

Defenders hold down the front line and protect squishier magic users. They are also guards throughout cult compounds, preventing intruders. They are heavily armored and often wield shields, although it isn't necessary to change their AC one way or the other (unless they are disarmed mid combat).



Cult Fanatic

Medium humanoid (Lvl 5 Striker Elite)


  • Armor Class 14
  • Hit Points 150
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 18 (+4)

  • Saving Throws Cha +7, Dex/Con +4, Str/Int/Wis +1
  • Skills Deception +7, Persuasion +7, Religion +4
  • Senses passive Perception 11
  • Languages Common
  • Challenge 3 (900 XP)

  • Attacks +9 to hit. Hit: 14 damage
  • Attack DCs Primary DC 17, Secondary DC 14

Dark Devotion. You have advantage on saving throws against being charmed or frightened.

Fanatical Frenzy (Cooldown 1). You can Dash as a bonus action, provided you only move towards an enemy. Until your turn ends, your attacks have advantage.

While you have less than 50% hp remaining, this ability has no cooldown.

Fervent Aura. Creatures of your choice within 60 ft can make one weapon attack when they use a Dogma action.

Zealous Smite (1/turn). When you have advantage on an attack roll and both rolls would hit, deal an additional die of damage as the damage type most strongly associated with your cult.

Actions

Strike (x2). Melee Weapon Attack: +9 vs AC. Hit: 7 (1d8 + 3) bludgeoning, piercing, or slashing damage (your choice).

Dogma. Reciting dogma, you affirm your own faith. You have advantage on all saving throws until your next turn ends. During that time, you are also immune to being charmed or frightened.

Occult Command (2/rest, Cooldown 3). Spell: (3rd level Enchantment, requires verbal), Up to 3 targets within 60 ft that can hear and understand you, DC 17 vs Wis. Fail: The target follows one command from the Command spell.

Reactions

Dogmatic Determination (1/rest). When you would take damage that wouldn't kill you outright, you can use a reaction to gain resistance to the damage.

Paragon Actions

You can take 1 paragon action(s), choosing to either move or perform one action. Only one paragon action can be used at a time and only at the end of another creature's turn. You regain spent paragon actions at the start of your turn.

Notes

Fanatics are elite cult members who are so passionate about their beliefs they will aggressively inflict them upon non-believers or those who would seek to keep from the cult from its goals. Fanatics are supernaturally tough and charge headfirst into battle, often followed by a few Firebrands. Their roles within a cult can vary from recruitment to leading attacks on cult opposition. A cult could have multiple fanatics or only one, depending on its size.



Cult High Priest

Medium humanoid (Lvl 10 Controller Elite)


  • Armor Class 18
  • Hit Points 164
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 16 (+3) 14 (+2) 20 (+5) 14 (+2)

  • Saving Throws Wis +10, Con/Int +6, Str/Dex/Cha +3
  • Skills Deception +6, Persuasion +6, Religion +6
  • Senses passive Perception 15
  • Languages Common
  • Challenge 7 (2950 XP)

  • Attacks +9 to hit. Hit: 24 damage
  • Attack DCs Primary DC 17, Secondary DC 14

Dark Devotion. You have advantage on saving throws against being charmed or frightened.

Occult Sanctuary. When a creature would target you with an attack or harmful spell, the creature must make a DC 17 save vs Wis. Fail: Choose a new target or the effect fails/is wasted. Success: The creature is immune for 24 hours.

Spellcasting. DC 17, +9 vs AC

  • 1st level: 4 slots
  • 2nd level: 3 slots
  • 3rd level: 2 slots

Occult Armament. As a bonus action (2nd level Evocation spell), you can create a floating, spectral weapon within 60 ft at an unoccupied point, lasting for 10 mins. When you make a Strike attack, you can use this spectral weapon instead, dealing twice as much damage on a hit and counting as force damage. You can move the weapon up to 20 ft on your subsequent turns as a bonus action.

Actions

Strike. Melee Weapon Attack: +9 vs AC. Hit: 12 (3d6 + 2) bludgeoning, piercing, or slashing damage (your choice).

Dogma. Reciting dogma, you affirm your own faith. You have advantage on all saving throws until your next turn ends. During that time, you are also immune to being charmed or frightened.

Bless/Bane. Spell: (1st level Enchantment, requires verbal, requires concentration up to 1 min), up to three creatures you can see within 30 ft, DC 17 vs Cha (unless target is willing). Fail: Choose whether you bless the target (target adds d4 to attack rolls and saving throws) or bane (target subtracts d4 from attack rolls and saving throws).

Resurgance. Spell: (1st level necromancy) Grant 6d4 healing to willing creatures within 30 ft that have at least 1 hit point, distributed however you wish. Upcast: Add 3d4.

Hold Person. Spell: (2nd level Enchantment, requires verbal, requires concentration, up to 1 min) Choose a humanoid you can see within range. DC 17 vs Wis. Fail: Paralyzed for the duration. At the end of each of its turns, target can repeat saving. Success ends spell on target. Upcast: Choose +1 targets.

Occult Guardians. Spell: (3rd level Conjuration, requires verbal, requires concentration up to 1 min) 15-ft radius on self (moves with you) filled with spectral apparitions fitting to your cult. Creatures of your choice have half speed and disadvantage on saving throws while within the spell's area. Additionally, when an affected creature fails a saving throw or starts their turn in the area, they suffer 8 (2d6 + 1) damage (of a type fitting to your cult).

Reactions

Elder Experience. When you fail an Int, Wis, or Cha saving throw, you can use a reaction to reroll it.

Denounce (3/rest, Cooldown 1). As a reaction when a creature you can see within 60 feet casts a spell or uses an action, you can force the creature to make a DC 17 vs Cha. Fail: The target's spell or action fails and is wasted, having no effect.

Paragon Actions

You can take 1 paragon action(s), choosing to either move or perform one action. Only one paragon action can be used at a time and only at the end of another creature's turn. You regain spent paragon actions at the start of your turn.

Templates

You can make any creature a cultist by applying the following:


Cultist Template

  • Skills Deception, Religion

Traits

Dark Devotion. You have advantage on saving throws against being charmed or frightened.

Actions

Dogma. Reciting dogma, you affirm your own faith. You have advantage on all saving throws until your next turn ends. During that time, you are also immune to being charmed or frightened.

Notes

The basic cultist is a worshipper and little more. They can call on their devotion and dark faith to reinforce themselves, but aren't equipped to actually oversee cult rituals or contact supernatural beings. In most cases, a cultist at this rank may not even be allowed to show their face or speak to higher ranking members at all.

Full Compendium

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Mythmaker's Homebrew is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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