Cultist (3.5e NPC Class)
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Gloom and doom for young adventures who encounter these Doom Sayers. These NPC's are enemies of all creation and wish to see their evil lords will be done.
- Starting Age
|Special||Spells per Day|
|1st||+1||+2||+2||+2||Shadow Magic, Devine Grace, Scribe Scroll||0||—||—||—|
|3rd||+3||+3||+3||+3||Brew Potion, Sneak Attack +1d6||1||—||—||—|
|6th||+6||+5||+5||+5||Sneak Attack +2d6||2||1||—||—|
|9th||+9/+4||+6||+6||+6||Sneak Attack +3d6||4||2||1||—|
|12th||+12/+7/+2||+8||+8||+8||Sneak Attack +4d6||4||4||2||1|
|15th||+15/+10/+5||+9||+9||+9||Sneak Attack +5d6, Bonus Deformity||4||4||4||2|
|18th||+18/+13/+8/+3||+11||+11||+11||Sneak Attack +6d6||4||4||4||4|
|20th||+20/+15/+10/+5||+12||+12||+12||Bonus Deformity, Daily Request||4||4||4||4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Cultist
- Becoming a Cultists
If an NPC, or if the DM allows, a Player, the cultist must relinquish all mental self identity, years of servitude are needed and for players wishing to become one, the Cultist must follow a deacon of a cult for at least one year before they can become one. Most start from birth and are born into the ideology and become the perfect servants. They are breed to obey cult leaders, and their gods, though if need be, can become agents of their god alone. Their god is always played by the DM and are never defined by the player.
- Weapon and Armor Proficiency
The Cultist is proficient with All simple Weapons, Hand Axes, Short Swords, Long Swords, Light Pick, Heavy Pick, Scythe, and any improvised weapon. Cultists are only proficient with Light Armor and cannot use shields.
- Shadow Magic
The Cultist has the ability to cast magic through their god, although not required to have an evil god, their god must be Chaotic in nature. Although some follow primordial deities, most follow Azathoth and his children. To prepare spells, the cultist must perform a ritual every morning. This ritual must be performed in the morning, The ritual takes (1/2HD)d6 of damage to the player. At first level the Cultist merely prays, but past that the cultist offers her blood to the demented god and inflicts wounds upon herself. When casting a spell, the cultist deals the spell level in damage to herself, although there are no material components needed to cast the spell, it costs blood and pain to cast them.
- Divine Grace
The cultist gains Devine Grace, Allowing them to pray to their god at any time. This is a strange ability tied to the compassion of the gods and their love for their followers. The player or NPC takes a turn to pray to their god, their god in turn gives them favor of some kind. The DM rolls 2d20, one is based on the Evil of the God, and one on the Favor of the God. If one is higher than the other, the player gains either a good or a bad effect. This effect is up to the DM and can range from a simple buff or de-buff, or something more drastic like the dead coming to life, or dying instantly.
- Sneak Attack
The Cultist is trained in all the arts, painting, pottery, gem cutting, and stabbing people with blades and other sharp objects. Although not required to use sharp objects, Starting at 3rd level and upgraded every three levels after, the Cultist who can catch enemies that have been denied their Dex bonus to their AC. This does not affect creatures immune to crits.
- Bonus Deformity
The Cultist trains his life and body and soul for his master and his god, therefore, she must form her body to her masters wishes. Every five levels starting at 5th Level, the Cultist can take any Deformity feat as long as they meet the requirements.
- Daily Request
The Cultist is allowed a request at 20th Level. This request is a ritual that takes one hour to preform. This effect has the same effect as the Spell Wish with all of its EXP costs.
The Cultist has a set of spells, spells that are a nightmare for their enemies, and although they claim nothing as their own, they will hunt down their enemies and eliminate them for their masters.
- First Level Spells
Bane, Burning Hands, Chill Touch, Cause Fear, Charm Person, Curse Water, Disguise Self, Death Watch, Detect Law, Doom, Erase, Hypnotism, Inflict Light Wounds, Mage Armor, Magic Missile, Magic Weapon, Obscuring Mist, Protection from Law, Ray of Enfeeblement, Shield of Faith, Silent Image, Shocking Grasp, Sleep, True Strike, Summon Monster I.
- Second Level Spells
Dispel Magic, Explosive Runes, Magic Circle against Law, Nondetection, Protection against Energy, Sepia Snake Sigil, Stinking Cloud, Summon Monster III, Deep Slumber, Hold Person, Rage, Fire Ball, Lightning Bolt, Displacement, Illusory Script, Major Image, Gentle Repose, Halt Undead, Ray of Exhaustion, Vampiric Touch, Gaseous Form, Haste, Keen Edge, Magic Weapon Greater, Secret Page, Slow, Water Breathing. Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Deeper Darkness, Glyph of Warding, Inflict Serious Wounds, Magic Vestments, Obscure Object, Prayer, Speak with Dead, Water Walk.
- Third Level Spells
Break Enchantment, Command Greater, Commune, Dispel Law, Flame Strike, Inflict Light Wounds Mass, Insect Plague, Mark of Chaos (Same as Mark of Justice), Raise Dead, Slay Living, Spell Resistance, Summon Monster V, Symbol of Pain, Symbol of Sleep, True Seeing, Unhallow, Dismissal, Cloud Kill, Planar Binding Lesser, Teleport, Contact Other Plane, Prying Eyes, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Cone of Cold, Sending, Dream, False Vision, Nightmare, Persistent Image, Seeming, Shadow Evocation, Blight, Magic Jar, Waves of Fatigue, Baleful Polymorph, Permanency.
- Fourth Level Spells
Banishment, Sequester, Spell Turning, Instant Summons, Summon Monster VII, Teleport Greater, Teleport Object, Hold Person Mass, Insanity, Power Word Blind, Symbol of Stunning, Delayed Blast Fireball, Force Cage, Invisibility Mass, Project Image, Shadow Conjuration Greater, Simulacrum, Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion, Control Weather, Ethereal Jaunt, Reverse Gravity, Limited Wish, Destruction, Ethereal Jaunt, Inflict Serious Wounds, Refuge, Repulsion, Resurrection.