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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