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
Comments