Cult Member (3.5e NPC Class)

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Author: Eiji-kun (talk)
Date Created: 10-7-17
Status: Ia ia, Eijithulu Flathagin
Editing: Mechanical changes on Talk
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For minion-tier mad cultists and dark wizard wannabes, who haven't actually obtained spellcasting powers. 6 0 Moderate Poor Poor Good Other Other


Cult Member[edit]

Abilities: Wisdom is the primary score used for the cult member's abilities, usually followed by Constitution or Dexterity if they want to stay alive.

Races: Any.

Alignment: Any, though cultist implies those of darker gods and dangerous sources.

Starting Age: As fighter.

Table: The Cult Member

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Cult Lore, Devotion, Effective Caster, The Cult
2nd +1 +0 +0 +3 Cultist Cant, Ritual 1, Outsider's Mark
3rd +2 +1 +1 +3 Dark Guidance, Fanatical Rally, Outsider's Tongue
4th +3 +1 +1 +4 Ritual 2, Sudden Summoning
5th +3 +1 +1 +4 Channel the Dark Lord, One of Us
6th +4 +2 +2 +5 Favored Cultist, Ritual 3, Sacrificial Miracle

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (history) (local) (nature) (religion) (the planes) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Speak Language (None), Spellcraft (Int), Truespeak (Int), Use Magic Device (Cha), Use Rope (Dex).


Class Features[edit]

All of the following are class features of the cult member.

Weapon and Armor Proficiency: Cult members are proficient with all simple weapons plus any one weapon associated with their cult, and with light armor (but not shields).

Cult Lore (Ex): Cult members are expected to know about the dark powers they worship. They gain their class level as an insight bonus to any knowledge check related to their cult.

Devotion (Ex): Cult members gain a +4 morale bonus on Will saves against enchantment spells and effects (except those coming from other cult members and their objects of worship).

Effective Caster: Cult members have a caster level equal to their class level (though no spells to actually cast), and can participate in rituals (see below). If they gain actual spellcasting, they add their cult member levels for the purpose of determining caster level in any spellcasting classes.

The Cult: Cult members are nothing without the cult. Cults typically follow a certain figure of power such as a demon or an eldritch horror, worshiping them in exchange for favors. The behaviors and abilities of each cult varies from place to place, but they all effectively gain a domain (including the domain power), and treat the spells on the domain as spells known. However, they still lack spell slots.

The power of the cult member stems from their object or objects of worship. If said object was destroyed, the cult member loses their supernatural abilities and rituals granted by this class. The object of worship may be aware of their cult and if so, they may concentrate to gain the effect of status on any one cult member.

Cultist Cant: Cult members at 2nd level or higher have a secret language composed of their normal base language and subtle signals, key words, phrases, and markings which only have meaning to them. This is a secret language, though one able to translate (such as under comprehend languages) or otherwise with some means of discovering it can decode the messages with a DC 20 Decipher Script (for text) or Sense Motive check (for speech), or the cultist's forgery (for text) or bluff (for speech) modifier, whichever is higher.

Ritual: The cult members are not themselves spellcasters, but though special rituals they can invoke spell-like effects channeled from their patron objects of worship. A ritual typically takes 10 minutes (or the spell's casting time if longer) to cast and may require one or more members to channel their energy into the ritual. Many rituals may also require some other taboo or event to activate based on the limitations or mood of their objects of worship, such as requiring an animal sacrifice, bloodletting, a certain time of day, material sacrifice, or abstaining from certain activities. It is typically these restrictions which prevent cult members from casting rituals at will.

Because they do not technically cast the spell themselves they are not considered spellcasters, nor do they provoke attacks of opportunity for focusing on the ritual. They still need to make Concentration checks if damage or disturbed, however, and if the cult member leading the ritual fails to Concentrate they lose the ritual and must start over, while those merely offering energy delay the process but do not cause the spell to be lost. Their objects of worship may deny them spells at any time for any reason. The DC for any spell-like abilities is based on the leader's Wisdom modifier.

Ritual 1 (Sp): At 2nd level, cult members can cast any 1st or 2nd level spell as long as they have the caster level needed x3. For example, to cast a 2nd level spell they require 6 effective caster levels from any number of cult members present within 60 ft. Concentrating on a ritual is a standard action.

Ritual 2 (Sp): At 4th level, cult members can cast any 3rd or 4th level spell as long as they have the caster level needed x3. For example, a 4th level spell requires 12 effective caster levels.

Ritual 3 (Sp): At 6th level, cult members can cast any 5th or 6th level spell as long as they have the caster level needed x3. For example, a 6th level spell requires 18 effective caster levels.

Outsider's Mark (Ex): 2nd level cult members have a identifying mark of effect such as a brand, sunken eyes, croaking voice, or other effect. The effect may be subtle, but is always related to the object of their worship. Most choose to hide the mark with clothing or disguises, however all outsiders can sense the mark and indicates them as followers of a certain outsider in question. This knowledge can improve or worsen the starting mood of said outsider.

Dark Guidance (Su): The 3rd level cult member begins to hear the whispers of their dark patron in their heads. They gain the effects of guidance for free once per minute with no action on their part and a constant moral guidance spell. Their patron may choose to establish telepathy with any one of its cult members at any distance, though the telepathy is one-way and the cult member cannot reply back.

Fanatical Rally (Ex): The 3rd level cult member can give a speech over the course of 1 minute to their fellow cult members. If they make a DC 20 Bluff, Diplomacy, or Intimidate check they can make all their cult members within earshot fanatic for 24 hours. They can do this as a 1 round action with a DC 30 check. While fanatic due to this effect, cult members are immune to charm and compulsion effects from sources other than the cult or their patron.

Outsider's Tongue (Su): At 3rd level the cult member may speak to any outsider as if under tongues.

Sudden Summoning (Su): The 4th level cult member is capable of asking for a supreme favor, sending over one of their patron's representatives to help them 1/day. As a 1 round action they can summon any extraplanar creature associated with their patron with a CR of 1/2 their own CR. These are called creatures and serve until the task is done, but often require some manner of fee for their services, either monetary or otherwise. Depending on the task required they may ask for payment up front. Treat this as a planar ally spell effect for the purpose of interacting with any other spell effects.

Channel the Dark Lord (Su): The cult member's patron may choose to cast scrying on any one of its 5th level or higher cult members at will. At any point they may also choose to assume direct control of the cult member with no save, a obvious act usually accompanied by glowing eyes, booming voice, or other effects. The patron may do this as long as they concentrate, and may even cast one spell though their cult member using the patron's ability score and stats. However doing so immediately ends the effect. A cult member can only channel the dark lord 1/day, though it is not an action they perform on their own.

One of Us (Ex): Cult members are able to induct other willing creatures into the cult. Through a 10 minute ritual, a willing creature under the guidance of a cult member of 5th or higher can choose to turn in one or more levels for levels of cult member. This is an act usually seen favorably by the patron, who will in turn usually waive any usual requirements next time the 5th level or higher cult member chooses to use a ritual or employ sudden summoning.

In addition, the cult member is able to determine who is a fellow cult member at a glance, able to see the outsider's mark as if they were an outsider.

Favored Cultist: The 6th level cult member is favored by their patron. If the cult member dies there is a 50% chance that they will be revived as per resurrection for free after 1 month. The patron may also do this at will in person with no percentage chance, but are much more likely to demand service or favors afterwards. If the cult member dies again within the next month, this class feature does not apply.

Sacrifical Miracle (Sp): At 6th level a cult member can sacrifice themselves as a by coup de gracing themselves and willingly dying to perform a small miracle. This counts as a use of ritual, using x3 the cult member's HD as the effective caster level required. Unlike ritual, this can go up to 9th level spell effects. When sacrificing in this manner, favored cultist does not apply and they cannot be revived short of deific intervention as their soul is whisked away into the direct service of their patron, to do what the patron sees fit.


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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
Article BalanceUnquantifiable +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e NPC Class +
Length6 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAutohypnosis +, Balance +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disguise +, Escape Artist +, Gather Information +, Heal +, Hide +, Intimidate +, Knowledge +, Move Silently +, Perform +, Profession +, Speak Language +, Spellcraft +, Truespeak +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryFor minion-tier mad cultists and dark wizard wannabes, who haven't actually obtained spellcasting powers. +
TitleCult Member +
Will Save ProgressionGood +