Cultist
A dark pact, a black, leather-bound tome, and your fellow hooded acolytes: these are your clearest memories of your indoctrination to the cult, before your mind started to unravel. No matter which terrible, extradimensional being your secret society is dedicated to, its teachings have revealed enigmas of the universe to you and laced your every thought with paranoia.
Prerequisites: Have joined a cult or gained one or more Indefinite Madness traits
Hit Dice: 1d8
Hit Points: 1d8 (5) + your Constitution modifier
Languages: One chosen randomly be the GM
Skills: Arcana
SPELLCASTING
This auxiliary level counts as a level in your Spellcasting or Pact Magic class (if you have a level in such a class) for the purpose of determining your available spell slots. However, it doesn’t advance your spells known and prepared. For example, if you are a Wizard 2/Cultist, you have four 1st-level spell slots and two 2nd-level spell slots, but you only know 1stlevel spells.
BONUS CANTRIPS
You learn the Eldritch Orb cantrip and one additional cantrip of your choice from the warlock spell list. Charisma is your spellcasting ability for these spells.
CONSPIRATORIAL
You have advantage on saving throws you make to avoid or end the charmed condition or madness effects on yourself.
LUNATIC INSIGHT
Whenever you make an ability check that doesn’t include your proficiency bonus, your unique insight allows you to make connections which may or may
not exist. If the d20 roll for the ability check is even, you add your proficiency bonus to the check.

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