Cultist | Background | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Cultist

You joined a cult dedicated to an otherworldly being, an archdevil or some evil figure. Joining this dark society could have been a willing choice or thru manipulation by another cult member. Regardless, your cult works in the shadows, pursuing the evil figure’s agenda while attempting to avoid unwanted attention from the populace.   As a Cultist, you’ve likely been taught horrifying rituals to attract your master’s gaze and further their influence. You may have performed awful acts in exchange for dark gifts or participated in diabolical activities. Perhaps you left the cult after seeing these firsthand or were present when the cult was attacked by local authorities or an adventuring party. Alternatively, you do not mind the wickedness and remain in service.   Choose an evil figure to serve from your campaign’s setting by working with the dungeon master. You should consider how you joined the cult, your responsibilities in the cult, and if you are still a member. The cult’s interests could contribute to the story if you have not severed all ties. This should be done in a way to not disrupt the campaign and detract from the adventuring party, unless agreed upon beforehand.

Skill Proficiencies Deception, Religion
Tool Proficiencies Disguise kit or forgery kit
Languages One of your choice
Equipment An unholy symbol (a gift when you finished your initiation), a tome or prayer book relevant to the being you serve, a robe, a set of common clothes, and a belt pouch containing 10 gp.

Features

Doomspeak

Regardless of if you’ve escaped or remain in the cult, you’ve sworn yourself to an otherworldly being. Similar to Thieves’ Cant, you know a secret mix of dialect, jaron and code that allows your cult to hide messages in plain sight. Work with your dungeon master to determine this dialect and its impact on the campaign.  

Corruption

The darkness that has manifested on your soul could cause you have a physical mutation. If you wish to have a mutation, choose one from the list below or let the dice decide!  
d10 Physical Mutation
1 Spikes slightly protrude from your spine, causing you to have a ridged hunch.
2 You grow a long forked tail.
3 You grow a thin webbed skin between your fingers.
4 A small pair of horns grow from your forehead.
5 Your toes curl into cloven hooves.
6 Your nose mutates into a bestial snout.
7 You cry tears of blood that sting as they emerge.
8 Your eyes glow red when you are emotional.
9 A birthmark of the evil figure appears in a prominent location on your body.
10 Your voice is harsh and abhorrent.

Suggested Characteristics

As a Cultist, you’ve sworn yourself to an evil figure during your initiation. You may have an extreme personality or devilish tendencies while clinging to unusual ideas. Cultists often join good alignment parties to defeat a common enemy or other ambitious pursuits, greatly contributing to their overall goal.

Traits

d8Personality Trait
1I try to manipulate others into believing in my cause.
2I take harsh actions to oppose society.
3I obey my superiors completely.
4I avoid sharing any details about my life.
5I cannot trust anyone. They might be members of the cult.
6I have little respect for the gods after learning their truth.
7I don't trust what I cannot verify personally.
8I make friends everywhere so I can exploit them later.

Ideal

d6Ideal
1Anarchy. I resist authority whenever I can.
2Lawful. I trust that the figure I worship will guide me.
3Survival. I will do whatever it takes to survive.
4Vengeance. I will enact my revenge on the false religion.
5Redemption. I might never make up for my mistakes but I will do my best to try.
6Knowledge. I am unafraid to look in the most dangerous places for lost knowledge.

Bond

d6Bond
1I will destroy the cult that stole my life from me.
2I will earn my master's favor and join them in the afterlife.
3I must find a way to reclaim my soul before I die.
4I will be forever grateful to the one who rescued me.
5I have been branded a heretic by the church of light.
6My mentor remains in the cult. I must save them.

Flaw

d6Flaw
1I will pay any price to learn more about the cult.
2I follow my friends blindly.
3I secretly enjoy watching others suffer.
4I'm on the run after escaping the cult.
5I'm incapable of admitting my master is flawed.
6After escaping, I am only loyal to myself.


Created by

Gamingbrew.

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