Cultist (5e Class)
Cultist[edit]
A half-elf kneels in a circle of salt and ash, whispering fervent prayers to a name that does not yet exist. With each word, reality bends slightly—as if listening.
A dwarf drenched in blood stands triumphantly on a battlefield, her eyes glowing with a hungry light. Her enemies fall not to blade or spell, but to the impossible weight of belief crashing down upon them.
A human dances through a festival of masks, laughter on his lips and divine fire in his shadow. Those who meet his gaze feel something ancient stirring within them—a presence too vast to name.
The Cultist is a conduit, a believer not in the gods of old, but in the god-to-be: The Becoming. Fueled by conviction and empowered through rite and ritual, the Cultist bends the world to serve the birth of a new divinity—one they are shaping with every breath.
Creating a God[edit]
Most mortals look to the divine for comfort, purpose, or miracles. Cultists, however, offer something far rarer: origin. Where a cleric draws power from faith in the established, a Cultist invests faith in the unfinished. Their deity is an idea, an ideal, a presence not yet fully formed—known only as The Becoming.
Each Cultist bears a Spark—a moment of transcendent insight, a fragment of potential divinity. From this revelation grows devotion. That devotion feeds The Becoming, giving it shape, form, thought, and will. The god they serve is one they are actively building through word, act, and sacrifice.
As their rites grow stronger and their connection deepens, the Cultist begins to wield the power of a nascent god—not granted from without, but called forth from within.
Unshakable Faith[edit]
A Cultist’s power does not stem from rigid doctrine or inherited scripture. Instead, it arises from their unyielding belief in what could be. This belief is more than spiritual—it is tangible, weaponized through rituals, symbols, and sheer force of will.
Each Cultist chooses a path—an interpretation of what their Becoming might be. Some see it as a weapon of vengeance; others, as a shepherd of transformation, a vessel of joy, or a star to guide the lost. These cults define the tone and purpose of The Becoming, giving structure to its birth and directing how its power flows through its creator.
Over time, the Cultist becomes more than a believer. They become a prophet, a vessel—a living scripture of what their god is becoming, and what it will demand of the world.
Creating a Cultist[edit]
When creating a Cultist, consider what revelation first ignited your character’s devotion. What vision or idea planted the Spark in their mind? Was it a dream, a hallucination, a text, or something stranger? What is the nature of their Becoming—and do they understand it fully?
Think about what kind of god your character believes they are helping bring into existence. Is it benevolent? Terrible? Mercurial? What values or visions define it? And does your character worship it, shape it—or both?
Also consider how your Cultist presents their faith to the world. Are they a wandering preacher? A veiled conspirator? A theatrical mystic? A smiling trickster? The role they play can help define how others react to their growing divinity—and how quickly that divinity will be recognized… or resisted.
- Quick Build
You can create a Cultist quickly by following these suggestions. First, make Charisma your highest ability score, followed by Constitution or Intelligence, depending on your cult’s focus. Second, choose the acolyte or charlatan background, depending on whether your devotion is sincere or strategic.
Class Features
As a Cultist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Cultist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Cultist level after 1st
- Proficiencies
Armor: light, medium
Weapons: simple
Tools: Choose one set of artisan's tools or one musical instrument
Saving Throws: Charisma, Intelligence
Skills: Choose two from History, Insight, Performance, Persuasion, Religion, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded Leather Armor, Light Crossbow (20 bolts and quiver), Quarterstaff, 2 Daggers, Priest's Pack, Tool You Chose as Proficiency, and 5 gp or (b) 110 gp
Level | Proficiency Bonus |
Features | Devotion | Ritual Sots | Maximum Ritual Level |
---|---|---|---|---|---|
1st | +2 | Conception of Creation, Visionary's Spark | -- | -- | -- |
2nd | +2 | Ritual Spellcasting, Indoctrinating Implement | -- | 1 | 1 |
3rd | +2 | Cultist's Vision, Station of Purpose, Devotional Rites | 2 | 2 | 1 |
4th | +2 | Ability Score Improvement | 2 | 2 | 2 |
5th | +3 | Imprinted Will | 3 | 2 | 2 |
6th | +3 | Subclass Rites | 3 | 2 | 2 |
7th | +3 | Steps Foretold | 4 | 2 | 2 |
8th | +3 | Ability Score Improvement | 4 | 2 | 3 |
9th | +4 | Cult of One | 5 | 2 | 3 |
10th | +4 | Subclass Feature | 5 | 2 | 3 |
11th | +4 | Fate's Refusal | 6 | 3 | 3 |
12th | +4 | Ability Score Improvement | 6 | 3 | 4 |
13th | +5 | Crisis of Creation | 7 | 3 | 4 |
14th | +5 | Unwavering Conviction | 7 | 3 | 4 |
15th | +5 | Subclass Rite | 8 | 3 | 4 |
16th | +5 | Ability Score Improvement | 8 | 4 | 4 |
17th | +6 | Theophany | 9 | 4 | 5 |
18th | +6 | Subclass Feature | 9 | 4 | 5 |
19th | +6 | Ability Score Improvement | 10 | 4 | 6 |
20th | +6 | Apotheosis | 10 | 4 | 6 |
Conception of Creation[edit]
You carry a singular purpose: to bring a new god, The Becoming, into existence through your will. Your rites, faith, and cult serve this grand vision. You’ve intuitively understood The Becoming’s nascent identity and core ideals from your earliest days. Work with your DM to define its name, domain, symbol, and prophecy—foundations that shape both your perceptions and The Becoming’s potential.
Once per short or long rest, you can use an action to attune your senses to The Becoming’s potential. For 1 minute, you gain an uncanny awareness of sacred spaces, icons, and creatures within 30 feet tied to its defined ideals or domain, including those either aligned with or opposed to its nascent will. You also intuitively identify the one creature most misaligned with its ideals within range. You gain advantage on one Charisma-based ability check with any creature detected by this feature. This advantage lasts for 1 hour or until used.
Visionary's Spark[edit]
You receive a Spark, a symbol of The Becoming.
Through focused study, intense conditioning, or unconventional training, you gain deeper insight. Choose any skill and gain proficiency in it. This is the breakthrough that sets you on your path to shaping something greater.
You can also ignite the Visionary’s Spark. When you make a weapon attack, you may expend a use of the Spark to use your Charisma modifier for its attack and damage rolls, instead of Strength or Dexterity. Additionally, when you take damage from a visible source, you may use your reaction and expend a Spark to reduce that damage by your Charisma modifier (to a minimum of 0).
You can ignite this Spark a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Ritual Spellcasting[edit]
At 2nd level, The Becoming manifests as sacred ritual spellcasting—esoteric spells channeled through deliberate, symbolic ceremony rather than raw force. You perform Rituals that reflect your faith and vision instead of casting spells conventionally.
- Rituals
All spells on the Cultist spell list have the ritual tag and must be cast as rituals. When cast in this way, they still consume Ritual spell slots. Your Ritual Spellcasting uses Charisma as your spellcasting ability. While you have any sparks remaining, your Visionary’s Spark serves as a ritual focus, allowing you to cast rituals without material components that lack a gp value. You can cast only one ritual of 4th level or higher per ritual level per long rest. You gain Ritual spell slots as detailed in the Cultist Class Table and they refresh after a long rest. All Cultist spells are considered prepared and can be cast when you have an appropriate-level slot available.
- Ritual Augmentation
When you cast a Ritual, you may attempt to augment its power through ceremonial performance. This begins with a Performance (Charisma) check made when the Ritual starts. The DC is 10 + the Ritual’s level.
For this check, you add only your Performance modifier and proficiency bonus. You may roll with disadvantage from any source, but you can only gain advantage if granted by the Station of Purpose or Cult of One features. Effects that grant bonuses to ability checks, such as Guidance or Bardic Inspiration, do not apply, but penalties from effects such as curses or exhaustion do.
On a success, you invoke the favor of The Becoming and roll 1d4. You gain the corresponding effect from the list below. Before rolling, you may expend one use of Visionary’s Spark to roll 2d4 and choose one of the two results. Alternatively, you may spend 1 Devotion to choose any augmentation effect immediately without the need to roll.
- You gain a number of d4s equal to the Ritual’s level (minimum 2). These appear as glowing vials of liquid. You can expend one die to add it to an ability check, saving throw, or attack roll after rolling but before the result is known.
- You gain temporary hit points equal to your Charisma modifier + (2 x the Ritual’s level), representing a piece of The Becoming’s essence.
- You gain a number of bonus Visionary’s Sparks equal to the Ritual’s level (minimum 2). These sparks orbit your implement in radiant arcs. These sparks allow you to temporarily exceed your Charisma modifier in quantity.
- You gain proficiency in one language, one tool, or one skill that you are not already proficient in. A basic tool set may appear in your hand, or understanding may flood your mind as if from an ephemeral tome.
These effects manifest as temporary gifts from The Becoming and last until you finish your next short or long rest. If you fall unconscious, these gifts become suppressed and unusable until you regain consciousness.
On a failed performance, the ritual still succeeds but without augmentation. The Becoming lashes out, dealing you 1d6 psychic damage per level of the Ritual. You may only attempt to augment a Ritual once per casting.
If the Ritual forces a saving throw, your Ritual save DC is equal to 8 + your proficiency bonus + your Charisma modifier.
Indoctrinating Implement[edit]
Beginning at 2nd level, as an action, you create your Implement—a spectral weapon formed from your mind and body, etched with faint, formative symbols by The Becoming. The Implement takes the form of any simple or martial weapon of which you are proficient.
The Implement functions as a nonmagical version of that weapon. It uses Charisma instead of Strength or Dexterity for its attack and damage rolls. If it leaves your hand for any reason other than a thrown attack, it immediately dissolves. If thrown, it dissolves as soon as the attack hits or misses.
When dissolved, the Implement still exists and may be re-manifested to your hand as a bonus action. It must retain the same form it had when created. Only one Implement can exist at a time.
As part of a long rest, you may conduct a short ceremony in which your Implement may be transformed into the form of any different simple or martial weapon of which you are proficient.
Cultist's Vision[edit]
At 3rd level, you define your Vision of The Becoming—the expression of your god-to-be’s nascent identity. This choice reflects the ideals, form, or destiny you wish to shape into divinity. Your Vision grants you features at 3rd, 6th, 10th, 15th, and 18th level.
Station of Purpose[edit]
Also at 3rd level, your Vision grants you insight into your divine role. You choose to become either a Prophet or a Disciple within your cult:
Prophet: You have taken on the mantle of speaker, oracle, or herald, shaping the will of The Becoming through voice and presence. You learn one cantrip from the Cultist spell list, using Charisma as your spellcasting ability for it. Additionally, you have advantage on Performance checks made to augment Rituals.
Disciple: You are the unyielding strength of your faith, embodying The Becoming’s will through might and relentless determination. You gain proficiency with martial weapons and shields.
Devotional Rites[edit]
At 3rd level, your unwavering devotion forms a reservoir of divine power called Devotion. This sacred force, drawn from your growing connection to The Becoming, fuels the Rites granted by your Vision—manifestations of belief shaped into reality. Your maximum Devotion is shown in the Cultist class table, and you regain all expended Devotion when you finish a long rest. You can invoke a Rite only if you have enough Devotion to meet its cost; each Rite describes its cost and required action. All Rites last up to 1 minute. A Rite ends early if you invoke another Rite, fall unconscious, die, or choose to dismiss it (no action required). If a Rite calls for a saving throw, the DC equals your Ritual save DC.
Whenever you invoke a Rite, your Visionary’s Spark is reignited, restoring its uses to your maximum. While a Rite remains active, you can expend a use of the Spark to trigger a unique effect tied to that Rite—a sudden flash of divine will—using the action type described in its entry.
Your deepening bond with The Becoming also allows you to exchange energy between your Ritual magic and raw Devotion: as a bonus action on your turn, you can expend one of your Ritual spell slots to regain Devotion equal to half that slot’s level (rounded up); additionally, once per long rest as an action, you can expend Devotion equal to a Ritual slot’s level to create a Ritual spell slot of that level, though you can’t exceed the number of Ritual slots shown on the Cultist class table. This slot must be of a level that is less than or equal to the maximum Ritual level on the Cultist class table. It may be of a level in which you have already cast your daily allotted Ritual, and it is immediately available.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Imprinted Will[edit]
At 5th level, The Becoming begins to reflect your violence with eerie precision. No longer inert, it follows your will without hesitation.
Once per turn, when you hit a creature with an attack using your Implement, you may immediately make one additional attack with it, with advantage. This attack does not need to target the same creature as the first.
Steps Foretold[edit]
Beginning at 7th level, The Becoming whispers of events before they unfold. After the initiative order is determined, you may roll an additional d8 and choose to add or subtract the result from your initiative score.
Additionally, once per initiative, you can use a bonus action to teleport up to your speed to an unoccupied space you can see, without provoking opportunity attacks.
Cult of One[edit]
At 9th level, your conviction is complete. You gain the benefits of the Station of Purpose option you didn’t choose at 3rd level. Prophet and Disciple, your cult begins and ends with you. Your new unity allows you to critical hit on a 19 or a 20.
Additionally, your fidelity becomes self-sustaining. When you finish a short rest, you regain Devotion up to a value equal to half your maximum Devotion (rounded up). If your current Devotion is at or above this value, you do not gain additional Devotion.
Fate's Refusal[edit]
At 11th level, when you are reduced to 0 hit points but not killed outright, you do not immediately fall unconscious. Instead, you remain conscious and may take your next turn as normal. At the end of that turn, if you have not regained hit points, you fall unconscious and immediately begin making death saving throws.
As you defy fate, your Implement surges with The Becoming’s raw, protective power, demanding retribution. The first Implement attack that you hit the triggering creature with before the end of your next turn is an automatic critical hit.
You can use this feature once and regain its use when finishing a long rest.
Crisis of Creation[edit]
At 13th level, The Becoming strains against its tether, eager to reshape the world through you. When you are empowered, it reacts with sudden manifestations of its budding divinity.
Once per turn, when you make an attack roll with your Implement and have advantage, you may choose to forgo that advantage and roll normally. If the attack hits, roll a d4 and apply one of the following effects in addition to the attack’s damage:
- The target of the attack takes an additional 1d8 damage.
- One creature of your choice within 30 feet regains 1d8 + your Charisma modifier hit points.
- Each creature of your choice within 5 feet of you must succeed on a Strength saving throw or be pushed 5 feet away from you.
- The Becoming lashes out, but you shape its outburst. Choose any one of the above effects to apply.
Unwavering Conviction[edit]
At 14th level, your unwavering conviction in The Becoming makes you more resilient to threats that would corrupt your mind. You gain proficiency in Wisdom saving throws.
Theophany[edit]
At 17th level, the Becoming surges through you, revealing its rising divinity. For 1 minute, you serve as its sacred vessel, bearing its aura and growing might. While in this exalted state, all Rites you invoke cost 1 less Devotion. You also emit an aura in a 20-foot radius. Creatures within your aura have disadvantage on saving throws against your Rites and Rituals. You can use this feature once and regain the use of this feature after a long rest.
Apotheosis[edit]
At 20th level, The Becoming has fully awakened—because of you. You are no longer merely its prophet or vessel, but the axis through which its godhood turns.
You can now sustain up to two Rites at once.
Additionally, once per long rest, you may use an action to invoke any two Rites without expending Devotion. When you do, all expended Devotion and uses of Visionary’s Spark are restored and become unlimited for as long as one of those two Rites remains active.
Once while in this state, you may perform a Ritual of 5th level or lower as an action. The Ritual’s casting time becomes instantaneous, it does not expend a Ritual slot, requires no material components unless they have a gold cost, and the Ritual is automatically augmented successfully.
Vision of the Blue Flame[edit]
Marked by arcane fire and divine hunger, those who bear the Blue Flame do not merely wield magic—they consume and rebirth it in the image of The Becoming. Spellcasters are not their kin, but prey, as these cultists steal spells, twist their meaning, and brand their bodies with spellscars—prayers etched in burning flesh. They are ever-burning conduits of volatile divinity, equal parts predator and prophet.
- Touched Implement
Your Implement can now inflict Radiant damage instead of its normal damage type.
- Rite of the Searing Ember
3rd Level Rite – 2 Devotion – Bonus Action. Your Implement ignites with the blue flame of The Becoming’s torch. You deal an additional 1d6 radiant damage once per turn when you hit a creature with your Implement.
Visionary’s Spark: As part of an Implement attack, you may expend a Spark. On a hit, the blue flame flares from the target to an ally within 10 feet of it. That ally becomes flame-touched. They may either immediately use their reaction to cast a cantrip, or cast a cantrip with a bonus action on their next turn (even if it normally requires an action).
- Rite of the Spellscar Echo
3rd Level Rite – 2 Devotion – Reaction. When you are damaged by a cantrip, you may invoke this Rite to imprint a lingering echo of that magic onto your body. You take only half damage (rounded down), and a flaming blue spellscar forms on your flesh. The spellscar persists while this Rite is active.
Visionary’s Spark: While the spellscar persists, you know the triggering cantrip. You may cast it by expending a Spark and by using its normal action type to cast. Charisma is your spellcasting ability for this cantrip.
- Rite of Flickering Vitality
6th Level Rite - 3 Devotion - Bonus Action. Once per turn, when you hit with your Implement, you or a creature of your choice within 10 feet regains hit points equal to your Charisma modifier.
Visionary’s Spark: Before an ally makes a saving throw or ability check, you may use your reaction and expend a Spark to grant them advantage on that roll.
- Blue Flame Resurgence
At 10th level, you gain resistance to radiant and fire damage, shielded by The Becoming’s fire. Additionally, your spellscarred flesh burns with its restless blue flames, pulsing with volatility. When arcane magic damages you, these flames erupt in fierce retaliation.
When you take damage from a spell, you may use your reaction to unleash a burst of The Becoming’s fire. Creatures of your choice within 10 feet of you must succeed on a Dexterity saving throw or take 2d6 + your Charisma modifier radiant damage. On a success, they take half damage.
You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses after a long rest.
- Rite of Spell Supression
15th Level Rite – 4 Devotion – Action. Once, when invoking this Rite, choose a creature you can see within 60 feet. The hungering Becoming engulfs the target in the Blue Flame, and either it or its magic within will burn.
You and the target each roll 1d4. Subtract the target’s roll from yours, then add your Charisma modifier. The target then enters a state of magical suppression for the duration of the Rite. While suppressed, the creature retains its spell slots, but cannot cast spells of levels equal to or lower than the calculated result. This does not affect cantrips.
If the target has no qualifying spell slots, they instead take 3d10 radiant damage and continue to burn with the blue flame.
While suppressed or burning, at the end of each of its turns, the target can make a Charisma saving throw. The DC equals your Ritual Save DC + your d4 roll. This DC cannot exceed 23. On a success, the effect ends early. On a failed save, the target takes 1d6 radiant damage, and the effect continues.
Visionary’s Spark: As a reaction, you may expend a Spark to grant yourself advantage on one saving throw against a spell, or a +2 bonus to AC against a single spell attack.
- Observed Inscription
At 18th level, when a hostile creature you can see within 60 feet casts a leveled spell, you may use your reaction to instinctively glean the spell’s name and level, the essence of the spell burning clear in your mind. If the spell is 6th level or lower, you may brand yourself with a glowing blue spellscar—a sacred mark forged by your Implement and charged by The Becoming’s fire.
This scar grants you the power to cast the same spell at the same level once without expending a spell slot. Material components are not required unless they have a gp cost. Charisma is your spellcasting ability for these spells. Casting the spell causes the scar to vanish from your body.
You may maintain a number of active spellscars equal to your Charisma modifier (minimum of one), but cannot have more than one scar of the same spell. If you exceed your limit, you must replace an existing scar. All unused spellscars vanish after your next long rest.
The act of carving these arcane fires into your flesh is agonizing and volatile. Branding a spellscar deals radiant damage equal to your Cultist level. This damage bypasses resistance, a painful price paid to the Becoming’s consuming power.
Vision of the The Choir[edit]
To walk the path of the Choir is to let the voice of The Becoming echo through your every word and silence. These cultists channel divine will through layered sound—speech, song, and sacred quiet—turning each into an instrument of influence. Truth bends, secrets unravel, and minds follow in harmony, not because they must, but because they were always meant to.
- Touched Implement
Your Implement can now inflict Thunder damage instead of its normal damage type.
- Rite of the Shared Breath
3rd Level Rite – 2 Devotion – Bonus Action. Choose a number of creatures within 30 feet up to your Charisma modifier. Each chosen creature gains temporary hit points equal to your Charisma modifier. This Rite ends early if all of the chosen creatures lose all of their granted temporary hit points.
Visionary’s Spark: When a creature with temporary hit points from this Rite fails an ability check or saving throw, expend a spark and your reaction to add your Charisma modifier to the failed roll.
- Rite of the Tonal Acuity
3rd Level Rite – 2 Devotion – Bonus Action. You attune an ally you can see within 30 feet of you to the subtle vibrations of The Becoming’s will. While the Rite is active, that ally gains a bonus to their first attack rolls each turn equal to your Proficiency bonus.
Visionary’s Spark: As part of an Implement attack, you expend a Spark to give your Charisma modifier to a different creature than the one affected by this Rite within 30 feet of you. They add this bonus to their next attack roll before the end of their next turn. If that attack hits, they also add it to the damage roll. When you use your Implement to attack as part of this Spark effect, you roll a d20 without adding your Proficiency or Charisma modifier to the attack roll. If the attack still hits, you deal double your Charisma modifier in damage.
- Rite of Binding Resonance
6th Level Rite – 3 Devotion – Action. Once, when you invoke this Rite, choose a number of creatures up to your Charisma modifier within a 30-foot radius centered no more than 60 feet from you. These targets become mystically bound while this Rite is active. At the start of each of their turns, a bound creature can make a Wisdom saving throw; on a success, it is released from the resonance. At the end of a bound creature’s turn, it takes 1d10 thunder damage if it isn’t within 5 feet of another bound creature. If only one creature is part of the resonance, it does not take this damage.
Visionary’s Spark: You may use your bonus action and expend a Spark to force an unbound creature within 30 feet to join the resonance. A creature that succeeded on a saving throw against the resonance during its last turn cannot be targeted. The resonance can hold a maximum number of creatures equal to your Charisma modifier.
- Composed Protection
When you reach 10th level, whenever a Rite is active, an aura of divine voice surrounds you in a 15-foot radius. An ally who begins their turn within the aura may use their reaction to gain temporary hit points equal to your Cultist level, as the Choir’s influence strengthens their bodies and spirits.
- Rite of the Thunderous Crescendo
15th Level Rite – 4 Devotion – Action. Once, when you invoke this Rite, each creature of your choice within a 20-foot radius centered on you must make a Constitution saving throw. On a failed save, a creature takes 6d8 lightning damage and is knocked prone. On a successful save, it takes half damage and is not knocked prone.
Visionary’s Spark: As a bonus action, you may expend a Spark to unleash a thunderous peal. Each creature within 10 feet of you must make a Dexterity saving throw. On a failure, it takes 8d6 thunder damage; on a success, it takes half.
- Reverberant Assault
At 18th level, the Becoming’s voice echoes in your soul, allowing you to vanish and reappear in harmonic flashes, riding soundwaves to strike foes in rhythm with a divine pulse.
As an action, your speed becomes 0 and you teleport up to three times, each to a location within 30 feet of your current position. After each teleport, you may make one Implement attack. On a hit, the target takes an additional 2d6 thunder damage and must succeed on a Strength saving throw or be pushed 10 feet directly away from you.
You can use this feature once, regaining use after a long rest.
Vision of the the Dancing Ring[edit]
Where others kneel in solemn worship, the Dancing Ring spins in joy, bringing The Becoming to life through laughter, indulgence, and radiant expression. These cultists make sanctity of celebration, using delight as their weapon and charm as their rite. Worship is found in every sway, every shared thrill, as they draw the world into divine ecstasy one step at a time.
- Touched Implement
Your Implement can now inflict Psychic damage instead of its normal damage type.
- Rite of the Glittery Guard
3rd Level Rite – 2 Devotion – Bonus Action. For the duration of the Rite, you dance wildly, kicking up radiant dust and magical debris that whirl around you in a shimmering, glittery veil. You gain a +1 bonus to AC.
Visionary’s Spark: Once per turn, you may expend a Spark when you attack with your Implement. On a hit, the attack deals an additional 1d8 psychic damage, and the target must succeed on a Wisdom saving throw or be blinded by radiant light and dust until the start of its next turn.
- Rite of Skipping Strikes
3rd Level Rite – 2 Devotion – Action. While this Rite is active, you can choose to enter a carefree, ecstatic state of abandon at the beginning of each of your turns. Your movements become loose and euphoric as you dance through danger with unshakable joy. This will halve (rounded down) your speed for the remainder of your turn. If you do, you gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
Visionary’s Spark: You can use a bonus action to expend a spark to Dash without provoking opportunity attacks.
- Rite of Irresistible Whimsy
6th Level Rite – 3 Devotion – Action. Once, when you invoke this Rite, you release a wave of vibrant, intoxicating revelry that surges outward in a 20-foot radius centered on you. Choose a number of creatures up to your Charisma modifier within the area. Each chosen creature must succeed on a Charisma saving throw or begin Dancing.
Dancing: While Dancing, a creature’s speed is reduced to 0, its ranged attacks are made with disadvantage and its AC is decreased by 2. At the end of each of its turns, it takes 1d6 psychic damage as the dissonant revelry sears its mind. At the start of each of its turns, it can repeat the saving throw, ending the effect on a success.
Visionary’s Spark: As a bonus action, you can expend a Spark to choose one creature that is within 30 feet of you that is not currently dancing. That creature becomes compelled to dance. You cannot compel a creature to dance if it had succeeded its saving throw on its last turn. The dance can affect a maximum number of creatures equal to your Charisma modifier at any one time.
- Elegy in Motion
At 10th level, when you reduce a creature to 0 hit points with your Implement, psychic ecstasy floods your form. You gain temporary hit points equal to the damage dealt, and the creature has disadvantage on death saving throws until it regains hit points or stabilizes.
When this occurs, you can awaken a burst of divine motion. You can immediately Dash without an action. While dashing in this way, you ignore opportunity attacks and can move through creatures and objects as if they were difficult terrain. If you end your movement inside an object, you are shunted to the nearest unoccupied space and take 1d10 force damage.
You can use this feature a number of times equal to to your Charisma modifier and regain your uses when you finish a long rest.
- Rite of the Lured Revelers
15th-Level Rite – 4 Devotion – Action. When you invoke this Rite, choose a number of creatures up to your Charisma modifier within 30 feet that can see or hear you. Each chosen creature must succeed on a Charisma saving throw or be pulled in a straight line toward you up to its movement speed. This movement does not provoke opportunity attacks and ignores difficult terrain. Any creature that ends this movement within 10 feet of you begins Dancing
Visionary’s Spark: Use a bonus action and expend a Spark to force each creature of your choice within 15 feet of you to make a Constitution saving throw. On a failed save, a creature takes 6d10 psychic damage. On a success, it takes half as much. Creatures that are Dancing make this save with disadvantage.
- Ring of Euphoria
At 18th level, you summon an ethereal, swirling ring of radiant light and music centered on you, 20 feet in radius, that lasts for 1 minute. The ring disappears early if you dismiss it, fall unconscious, or die. While the ring persists, allies inside the ring have advantage on attacks and saving throws against being charmed or frightened. They may gain temporary hit points equal to your Charisma modifier when they end their turn in the ring.
Enemies inside the ring have their speed halved and can’t take reactions. When an enemy creature enters the ring and each time that it starts its turn there, it must succeed on a Wisdom saving throw. If it fails, it begins Dancing.
If you hit a creature that is outside of the ring with your Implement they take normal damage and make a Charisma saving throw. If they fail, they are pulled up to 15 feet in a straight line toward the center of the ring. If they succeed, they are immune to this effect until the start of your next turn.
You can use this feature once and regain its use after a long rest.
Vision of the Dragon[edit]
Power hoarded, secrets kept, fire bound to unlife—those who invoke The Dragon envision The Becoming as a god-wyrm supreme. They reshape flesh and fear, hoarding vitality in claw and breath. Their rites call forth bone wings, deathless flame, and a skeletal servant crowned in ruin.
- Touched Implement
Your Implement can now inflict Necrotic damage instead of its normal damage type.
- Rite of Caudal Autonomy
3rd Level Rite – 2 Devotion – Bonus Action. Ghostly scales shimmer across your skin, embodying the resilient nature of ancient dragons. You either gain a +1 bonus to AC or gain resistance to one of the following damage types: acid, cold, fire, lightning, or poison (your choice when you invoke the Rite).
Visionary’s Spark: You may use a bonus action and expend a Spark to manifest a spectral dragon’s tail that distracts foes and leaves behind the illusion of your shedding form. When you do so, you may immediately Dash without provoking opportunity attacks.
- Rite of the Undead Wyrm
3rd Level Rite – 2 Devotion – Action. Once, when you invoke this Rite, exhale a necrotic breath in a 15-foot cone. Creatures in the area must succeed on a Dexterity saving throw or take 4d6 necrotic damage (half damage on a success).
Visionary’s Spark: During an attack using your Implement, you may expend a Spark. On a hit, the attack deals an extra 1d6 necrotic damage and prevents the target from regaining hit points until the start of your next turn.
- Rite of Gravebound Flight
6th Level Rite – 3 Devotion – Bonus Action. While this Rite is active, you sprout skeletal, rotting wings reminiscent of an undead dragon. Once per turn, when you hit with a melee Implement attack, the target must succeed on a Strength saving throw or be pushed 10 feet horizontally away from you by a gust of wind from your wings.
Visionary’s Spark: You may use a bonus action to expend a Spark to give you a flying speed equal to your walking speed until the end of your turn.
- Terror of Scale and Bone
Starting at 10th level, once per turn when you perform a Rite or reduce a creature to 0 hit points with your Implement, you briefly take the form of a skeletal undead dragon. Creatures of your choice within 10 feet that see you must make a Wisdom saving throw or become Frightened of you and immediately drop all held items. On their next turn, they must succeed on a DC 15 Dexterity (Sleight of Hand) check to retrieve dropped items, or use their action to do so. On subsequent turns, they recover items normally. At the end of each turn, they repeat the saving throw; success ends the Frightened condition, failure prolongs it without dropping items again.
- Rite of Lifeblood Hoarding
15th Level Rite – 4 Devotion – Bonus Action. You channel draconic undeath, turning your Implement into a vessel of greedy vitality. While this Rite is active, Once per turn when you hit with your Implement, you can make one additional attack with it. Hit points equal to the damage dealt with the Implement during this time are stored in its Lifeblood Hoard.
Visionary’s Spark: While the hoard contains hit points, you may use a bonus action to expend a Spark to distribute any amount from the hoard to heal yourself or one creature within 30 feet of you. When the Rite ends, you absorb any remaining hit points from the hoard, restoring your own health up to your maximum. Any hit points still remaining in the hoard after healing yourself, you may used as temporary hit points.
- Summon Dracolich
Starting at 18th level, you can summon a skeletal dracolich to fight by your side as an action. The dracolich is a medium undead dragon wreathed in necrotic energy and bound to your will. It uses the Dracolich Becoming stat block and shares your initiative count in combat, acting immediately after you on your turn.
You can mount the dracolich regardless of the usual size limitations for mounting creatures.
While unmounted, the dracolich uses its action to attack with its Breath Weapon, Claws, or Tail. While mounted, it retains these options but can instead use its action to Dash, Disengage, or take the Help action to assist you with an attack.
The dracolich obeys your verbal commands without requiring you to spend an action.
The dracolich remains until it drops to 0 hit points, until you dismiss it early (no action required), or if you die. Once you summon it, you can’t do so again until you finish a long rest.
Vision of the Living Axe[edit]
No altar. No prayers. Only blood and voice, shared with the weapon that is The Becoming. These cultists forge a bond through battle, not worship—an evolving mind of metal that fights, guards, and speaks with will of its own. Together, blade and bearer ascend in worship through violence.
- Touched Implement
Your Implement can now inflict Force damage instead of its normal damage type.
- Rite of the Hungering Edge
3rd Level Rite – 2 Devotion – Bonus Action. For the Rite’s duration, your Implement’s appetite for battle becomes insatiable, rousing a predatory instinct within its forming mind. Each time the Implement deals damage, it absorbs the target’s essence into itself—flesh, blood, or ichor seeping into it. It may, in an audible voice, emit guttural sounds or whispers in languages you know, expressing base desires like “Again,” “More,” or “Weak.”
You can add 1d6 to attack rolls made with the Implement against any creature that the Implement has damaged since the start of your last turn.
Visionary’s Spark: When you hit with your Implement, you can expend a Spark to deal additional damage equal to your Charisma modifier.
- Rite of Kindled Instinct
3rd Level Rite – 2 Devotion – Bonus Action. You awaken the first flicker of The Becoming’s sentience in your Implement. The Implement springs from your hands and sweeps around you for the duration of the Rite. While your Implement sweeps around you, you are considered to be wielding it, and it cannot be disarmed. When a creature enters a space within 5 feet of you for the first time on a turn, it must succeed on a Dexterity saving throw or take 1d6 force damage.
Visionary’s Spark: As part of an attack with your Implement, you can expend a Spark to make a thrown weapon attack with your Implement, regardless of its current form. Such attacks have a range of 20 feet. After the attack, the Implement returns to continue swirling around your body.
- Rite of Reverent Deflection
6th Level Rite – 3 Devotion – Bonus Action. Your Implement, recognizing your nurturing sacrifices, springs forth to protect you. While this Rite is active, you have +1 AC.
Additionally, when you or a creature within 15 feet of your Implement is hit by an attack, you may use your reaction to invoke a partial deflection. The target gains a +3 bonus to their AC against the triggering attack. If this causes the attack to miss, the target takes no damage. If the attack still hits, the target takes half (rounded down) damage. After this deflection, the Implement returns to your hand.
Visionary’s Spark: While this Rite is active, you use a bonus action to expend a Spark to give a creature within 15 feet temporary hit points equal to your Cultist level + your Charisma modifier.
- Awakened Implement
Your Implement becomes a potent extension of your will and The Becoming.
It now floats and can fly up to 30 feet as a bonus action, ignoring difficult terrain, squeezing through Tiny spaces, and provoking no opportunity attacks. It dissolves if it moves more than 30 feet from you.
Each time it manifests (including after dissolving), it gains hit points equal to 5 + your Cultist level. In your hand, it cannot take damage. When not in hand, it has AC 17, is immune to psychic and poison damage, and dissolves when reduced to 0 hit points.
While it’s not in your hands, you can wield other weapons. When you take the Attack action, you may have the Implement make one attack from its location using your attack and damage rolls. If you do, you can make a melee weapon attack with another weapon you’re holding as a bonus action.
Only you can wield the Implement. If another creature tries, it must succeed on a Constitution save against your Ritual save DC or take force damage equal to your Charisma modifier (minimum 1) and drop it. On a success, it takes no damage, but the Implement dissolves.
Finally, the Implement can now speak aloud in any language you know, with a crude, echoing voice like a long asleep being relearning speech.
- Rite of Symbiotic Independence
15th Level Rite – 4 Devotion – Reaction. You and your Implement have reached true symbiosis. When danger strikes, it willingly sacrifices itself to shield you—only to return more dangerous than ever. When you invoke this Rite, your Implement instantly sprints toward you to intercept incoming damage directed toward you. Subtract the Implement’s remaining hit points from this damage; you lose hit points equal to the difference. Then, the Implement immediately dissolves, even if it has hit points remaining. For the duration of this Rite, new manifestations of your Implement become empowered.
Visionary’s Spark: While this Rite is active, you may use a bonus action to expend a Spark. If you do, you can make an Implement attack with that bonus action. This attack is rolled with advantage and deals an extra 2d6 of the normal damage type. When the Implement deals damage in this way, it utters a verbal phrase of hunger, vengeance, or worship in a language that you know.
- Shards of the One
At 18th level, your Implement grows so potent in will and presence that it spawns spectral shards of itself — lesser weapons animated by divine connection.
When you release your Implement one such shard appear in each hand. The shards may take the form of any one-handed melee weapon with which you are proficient. The shards use your Charisma modifier for attack and damage rolls and deal force damage instead of the damage type that the weapon typically deals. Shards can be dropped, stowed, and equipped like any standard weapon. They vanish if the Implement returns to your hand or dissolves.
While holding at least one shard, you can command your Implement to use its movement without the use of a bonus action. You can also make your extra attack with a shard even if the Implement misses its independent attack. While dual wielding shards, you can benefit from dual wielding rules even if the shards are manifestations of weapons without the light property.
Vision of the Shadow Moon[edit]
Bathed in dusk and duality, the path of the Shadow Moon reveals truth not through clarity, but contrast. These cultists see The Becoming as both shadow and light—neither to be feared, both to be embraced. Their rites weave veils of radiant gloom that lure, blind, and divide, revealing power through paradox.
- Touched Implement
Your Implement can now inflict Necrotic or Radiant damage instead of its normal damage type. Choose one at the end of each long rest.
- Rite of Lunar Searing
3rd Level Rite – 2 Devotion – Bonus Action. Your Implement bursts in flames of lunar radiance. While this Rite is active, when you roll damage with your Implement, you may choose to reroll any number of the damage dice. If you do, you must accept the result of only the second roll for those dice.
Visionary’s Spark: When you attack with your Implement, you may expend a Spark. On a hit, the creature takes 1d6 extra radiant damage and becomes wrapped in flame. At the start of each of its subsequent turns, the creature takes 1d6 radiant damage if it is still on fire. This effect can end only if the burning creature or another creature within 5 feet of it uses an action to extinguish the fire.
- Rite of Shrouded Steps
3rd Level Rite – 2 Devotion – Bonus Action. You wrap yourself in a supernatural veil of shifting shadow. Until the Rite ends, you are shrouded in dim, ephemeral darkness that blurs your form and masks your movements. While shrouded, you have advantage on Dexterity (Stealth) checks.
Visionary’s Spark: You may use a bonus action to expend a Spark to Dash, Disengage, or Hide with that bonus action.
- Rite of the Hollow Moon
6th Level Rite – 3 Devotion– Action. You conjure a radiant 15-foot-radius dome of spectral moonlight centered on a point you can see within 60 feet. While active, this dome provides several benefits: whenever a creature outside the dome attacks a creature inside, the attacker must make a Constitution saving throw or be blinded until the start of its next turn. Additionally, allies inside the dome have advantage on attack rolls against creatures outside. When a creature passes through the dome wall, you can use your reaction to deal 1d6 radiant damage to it.
Visionary’s Spark: You may use a bonus action to expend a Spark to force a Wisdom saving throw on a creature that is inside of the dome. On a failure, the creature must use its movement to attempt to exit the dome on its next turn.
- Beyond the Veil
At 10th level, you are a creature of darkness and revelation. You gain resistance to radiant and necrotic damage. In addition, The Becoming sharpens your vision through the veil. You either gain 60 feet of darkvision, or extend your existing darkvision by 60 feet.
While in dim light or darkness, you can use a bonus action to become invisible until you take damage. You can use this feature a number of times equal to your Charisma modifier, regaining all uses when you finish a long rest.
- Rite of Eclipsing Renewal
15th Level Rite – 4 Devotion – Bonus Action. Your connection to the divided power of The Becoming allows you to infuse allies with its searing brilliance and veiled gloom. You and up to three creatures of your choice within 30 feet may gain temporary hit points equal to 4d8 + your Charisma modifier.
While your allies have any of these temporary hit points, their weapon attacks can deal radiant or necrotic damage (their choice) instead of their normal damage type. Once per turn, their attacks also deal an additional 2d6 damage of the type they choose.
All temporary hit points created by this Rite vanish when the Rite ends.
Visionary’s Spark: Once per turn, as part of an Implement attack, you can expend a Spark to give you advantage on the attack.
- Avatar of The Becoming
After reaching 18th level, for one minute, you can use an action to emit a strobing aura with a radius of 10 feet, alternating between The Becoming’s radiant brightness and shadowed void. The aura moves with you and when a creature enters the aura for the first time on a turn, you may choose to roll 1d12 for radiant damage and 1d12 for necrotic damage. The creature takes damage from the higher roll. If both dice show the same value, the creature takes damage from both rolls.
You may use this feature once and regain the ability to use it after finishing a long rest.
[edit]
Where pain flows, so too does devotion. Cultists of Shared Suffering do not shrink from agony; they sanctify it, drawing power from wounds both given and received. Through mirrored affliction and sacrificial connection, they bind their fate to others, turning harm into worship. In every cry of anguish, their god-to-be listens—and grows stronger.
- Touched Implement
Your Implement can now inflict Psychic damage instead of its normal damage type.
- Rite of Allied Agony
3rd Level Rite – 2 Devotion – Bonus Action. When you invoke this Rite, you forge a sacred bond between your heart and that of a chosen ally. Choose one willing creature you can see within 60 feet. You and the chosen creature each gain temporary hit points equal to your Charisma modifier. This Rite ends early if one or both bonded creature fall unconscious or dies.
Visionary’s Spark: You may use a reaction to expend a Spark when either you or your bonded ally takes damage. This will split the damage evenly between you (rounded down).
- Rite of Echoing Anguish
3rd Level Rite – 2 Devotion – Bonus Action. Your presence binds the suffering of foes, resonating with their pain to strengthen your form. While this Rite is active, if you take damage on a given round, you gain a +1 bonus to AC until the start of your next turn.
Visionary’s Spark: When you attack with your Implement, you may expend a Spark to choose another creature within 10 feet of the target. That creature takes psychic damage equal to half the damage dealt (rounded up).
- Rite of Sympathetic Resilience
6th Level Rite – 3 Devotion – Bonus Action. You bleed willingly, echoing The Becoming’s sacrifice, so others may endure. When you invoke this Rite, choose any number of creatures within 30 feet. For each, you may transfer up to your Cultist level in hit points from yourself to that creature. Afterward, you lose 1 additional hit point per creature healed.
Visionary’s Spark: You may use your reaction to expend a Spark when you or a creature you healed with this Rite takes damage. That target gains a +3 bonus to AC and saving throws until the end of its next turn starting with the triggering attack.
- Pain as Purpose
At 10th level, you learn to weaponize pain through your Implement. When you take damage, you can use your reaction to halve it (rounded down). The remaining damage is stored in your Implement.
You have advantage on the first Implement attack you make before the end of your next turn. On a hit, the attack deals bonus psychic damage equal to the stored amount. On a miss, you take the stored damage. If you make no attack, the stored damage dissipates harmlessly.
You can use this feature a number of times equal to your Charisma modifier, regaining all uses on a short or long rest.
- Rite of Misery's Reprisal
15th Level Rite – 4 Devotion – Reaction. When a creature within 30 feet deals damage to one or more of your allies, you may invoke this Rite to brand the assailant. A dark, twisting symbol, echoing The Becoming’s sigil of agony, scorches into the creature’s flesh and pulses with the memory of shared suffering. While branded, whenever a creature hits it with an attack, the branded creature takes additional psychic damage equal to your Charisma modifier (minimum of 1). If the branded creature is reduced to 0 hit points, you may use a bonus action to transfer this brand to another creature within 30 feet of you.
Visionary’s Spark: You may use a bonus action to expend a Spark. The spark streaks toward an ally within range of the branded creature. That ally may immediately use their reaction to make an attack against it with advantage.
- Sufferance's Shield
At 18th level, you project your shared endurance in a burst of divine resilience. As an action, you choose up to five creatures (including yourself) within 30 feet. A pool of protective essence, containing (your Charisma modifier x number of creatures chosen) + (2 x your Cultist level) resilience points, manifests around them.
Whenever a chosen creature takes damage, it’s subtracted from this pool before affecting their temporary hit points or hit points. Creatures connected to the pool gain immunity to force and psychic damage, and resistance to all other damage types except bludgeoning, piercing, and slashing. This protection lasts until the pool is depleted or you finish a long rest.
You can use this feature once, regaining use after a long rest.
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- Cantrips
Booming Blade, Chill Touch, Dancing Lights, Fire Bolt, Friends, Guidance, Light, Lightning Lure, Message, Nascent Glimmer, Prestidigitation, Spare the Dying, Thunderclap, Toll the Dead
Nascent Glimmer
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You project a fragment of The Becoming’s emerging power—a nascent glimmer of its will—at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d8 psychic damage. Additionally, the taraget continues to crackle with unsettling energy. Until the start of your next turn, the target has disadvantage on its next saving throw against being charmed or frightened.
At Higher Levels. This cantrip’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- 1st Level
Alarm, Ceremony, Comprehend Languages, Detect Magic, Detect Poison and Disease, Find Familiar, Guiding Hand, Identify, Illusory Script, Purify Food and Drink, Speak with Animals, Tenser's Floating Disk, Unseen Servant, Wild Cunning
- 2nd Level
Augury, Beast Sense, Gentle Repose, Locate Animals and Plants, Magic Mouth, Silence, Skywrite, Wristpocket
- 3rd Level
Feign Death, Leomund's Tiny Hut, Meld into Stone, Phantom Steed, Water Breathing, Water Walk
- 4th Level
Divination, Widogast's Vault of Amber
- 5th Level
Commune, Commune with City, Commune with Nature, Contact Other Plane, Rary's Telepathic Bond
- 6th Level
Drawmij's Instant Summons, Forbiddance
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <Cultist> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <Cultist> class, you gain the following proficiencies:
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