Ikaia Cultists Organization in The Ground | World Anvil
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Ikaia Cultists

These cultists worship the goddess Ikaia, who is generally considered evil and was defeated by four great heroes XXXXX long moons ago. Many people turn to Ikaia worship as a way to get what they want and become more powerful. Some people, such as tieflings who have given in to their darkness, worship Ikaia just for the destruction. Some people turn to Ikaia because their lives are so cold and miserable that they no longer believe in anyone else, especially those who grew up in the Berthe region. No matter their reasons, Ikaia cultists pop up across the world and are of all races. Her followers are most commonly of evil alignment.

Clerics such as an Ikaia Cultist cannot multiclass as a paladin.

Type
Religious, Cult
Parent Organization
Deities
Divines
Related Ranks & Titles
Related Professions

Articles under Ikaia Cultists


Ikaia Cultists

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per cultist level after 1st
armor proficiencies: None
weapon proficiencies: Whip, dagger, chain
tools: Poisoner's kit
saving throws: Charisma, Wisdom
skills: Choose two from Arcana, Deception, Intimidation, Persuasion, Religion, Sleight of Hand or Stealth
starting equipment:
spellcasting:

You know three cantrips of your choice from the Ikaia cultists spell list. You learn additional Ikaia cultists cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ikaia Cultist table.

The Ikaia Cultist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these cleric spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the Ikaia cultists spell list. When you do so, choose a number of cleric spells equal to your Charisma modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd level cleric, you have four 1st level and two 2nd level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell cure wounds, you can cast it using a 1st level or 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Charisma modifier

Spell attack modifier:

your proficiency bonus + your Charisma modifier


class features:

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

 

Level 10

Divine Intervention

You can call on Ikaia to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, Ikaia intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell would be appropriate.

If Ikaia intervenes, you can't use this feature again for a long moon. Otherwise, you can use it again after you finish a long rest.

subclass options:

Level 1

You have 1 class point.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Ikaia's Blessing

When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your cultist level (minimum of 1).

 

Blessing of the Trickster

You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

 

Level 2

You gain 2 class points.

 

Optional Abilities

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same place of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

 

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

 

Probing Telepathy

If a creature communicates telepathically with you and you can see the creature, you learn the creature's greatest desires.

 

Level 5

You gain 1 class point.

 

Optional Abilities

Cutting Words

You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll a d6 and subtract the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

 

One with Shadows

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

 

Leeching Chains

You cause mystical chains to magically appear around a target within 30ft of you. It must succeed on a Strength saving throw, or else it will be restrained by mystical chains and take 1d6 necrotic damage, you regain hit points equal to half the damage dealt, rounded up. While trapped, the target must make a Strength saving throw every start of its turn, taking damage again on a failed save and breaking free on a successful one. After being freed, the affected creature cannot be targeted by chains again for 1 hour.

You can use this feature a number of times equal to your Intelligence skill modifier. You regain any expended uses when you finish a long rest.

 

Spellsword

When you use your action to cast a spell, you can use your bonus action to make a melee weapon attack and add your proficiency bonus on to this.

 

Level 6

You gain 2 class points.

 

Optional Abilities

Shadow Step

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

 

Read Thoughts

You can read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. You must finish a short or long rest to use this ability again.

 

Hearth of Shadows

You can invoke Ikaia's powers to create a camp made of shadows. Using an action, you can touch a point on the floor, and a 30-foot-radius sphere of shadows appears, centred on that point.

The sphere appears invisible from the outside. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible from the outside of the sphere.

The effects of this feature end when you leave the area of the sphere. You can use this feature once between long rests.

 

Instinctive Charm

When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

 

Level 8

You gain 2 class points.

 

Optional Abilities

Temporary Masochism

As an action, you can focus your energies on a creature under the charmed condition. For 1 minute, attacking the affected target will not end it's charmed condition.

You must finish a short or long rest to use this ability again.

 

Level 11

You gain 1 class point.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Thousand Forms

You have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

 

Create Thrall

You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

 

Backstabber

Whenever you attack a charmed creature you may add double your Charisma modifier to the damage of each attack.

 

Alter Memories

You gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

 

Level 17

You gain 2 class points.

 

Optional Abilities

Opportunist

You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Life Vacuum

As an action, you can concentrate on any number of creatures within 30 feet of you as if you were concentrating on a spell. No target can regain hit points for 1 minute or until you lose concentration on this effect.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all uses of this feature after a long rest.

 

Animate Chains

Up to four chains you can see within 60 feet of you magically sprout razor-edged barbs and animate under your control, provided that the chains aren't being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When you make a melee weapon attack, you can use each animated chain to make a chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if you are incapacitated or die.

You can use this feature again after a short or long rest.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Divine Intervention

Your call for intervention succeeds automatically, no roll required.

 

Ikaia Cultist Table

LevelClass PointsAbilitiesOptional AbilitiesCantrips Known1st2nd3rd4th5th6th7th8th9th
11SpellcastingIkaia's Blessing, Blessing of the Trickster32------------------------
23---Gaze of Two Minds, Mask of Many Faces, Probing Telepathy33------------------------
33------342---------------------
43Ability Score Improvement---443---------------------
54---Cutting Words, One with Shadows, Leeching Chains, Spellsword, Instinctive Charm4432------------------
66---Shadow Step, Read Thoughts, Hearth of Shadows4433------------------
76------44331---------------
88Ability Score ImprovementTemporary Masochism44332---------------
98------443331------------
108Divine Intervention---543332------------
119------5433321---------
129Ability Score Improvement---5433321---------
139------54333211------
1410---Thousand Forms, Create Thrall, Backstabber, Alter Memories54333211------
1510------543332111---
1610Ability Score Improvement---543332111---
1712---Opportunist5433321111
1813---Life Vacuum, Animate Chains5433331111
1913Ability Score Improvement---5433332111
2014---Divine Intervention Improvement5433332211

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