Cultist, Qwertyu63 (3.5e NPC Class)

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Author: qwertyu63 (talk)
Date Created: 4/26/2014
Status: Complete
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This class is based on Paleomancer's Cultist (3.5e NPC Class).


Cultists are members of a dark cult. Devoted to a dark master, they draw power from this devotion. However, this power comes at a terrible cost; cultists are slowly driven mad by their contact with their master.

Cultists in the Game: Cultists are not intended to be used as player characters. They have too few options to be entertaining. As minions or adversaries of player characters, the cultist can be used to great effect.

Abilities: Cultists are not dependant on any of their ability scores. Decent physical scores can be useful in combat, but outside of that cultists don't care about their ability scores. However, their growing madness reduces their wisdom score.

Races: Almost any race can become a cultist, but humanoids are the most likely to provide the devotiton required.

Alignment: Any evil or any chaotic.

Starting Age: Simple.

Table: The Cultist

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Devoted, Dark Pact, Insanity, Eldritch Bolt
2nd +1 +0 +0 +3 Dark Power, Eldritch Bolt
3rd +1 +1 +1 +3 Eldritch Barrier, Eldritch Teachings
4th +2 +1 +1 +4 Devotion
5th +2 +1 +1 +4 Eldritch Teachings, Cull Power
6th +3 +2 +2 +5 Apex Power

Class Skills (2 + Int modifier per level)
Knowledge (religion) (Int), Knowledge (the planes) (Int).

Class Features[edit]

All of the following are class features of the Cultist.

Weapon and Armor Proficiency: Cultists are proficient with all simple weapons and with light armor.

Devoted: Cultists are part of a cult, following a dark master. At first level, the cultist must choose a cult to be part of. Each cult has a secret language (similar to druidic); each cult also has a single cleric domain that represents their dark masters will.

Dark Pact (Su): Cultists make a dark pact with more powerful forces. This pact costs them all feats they would otherwise gain (excluding specific bonus feats). In return, the cultist gets benefits based on the number of feats taken away. The bonuses gained are as follows:

  • 1 or more: +1 bonus on Eldritch Bolt damage.
  • 2 or more: +1 bonus to saves and AC.
  • 3 or more: +1 bonus on attack and damage rolls.
  • 4 or more: +1 bonus to Insanity score.
  • 5 or more: +1 bonus to cultist spell save DC's.

In addition, this dark pact grants them increased vitality. All cultist hit dice are maximized.

Insanity (Su): Cultists are insane. The cultist has an Insanity score equal to their class level. This score increases the power of several cultist class features. However, being insane tends to impede common sense; the cultist takes an penalty to their Wisdom score equal to half their Insanity score (round up). Since he or she is already insane, the cultist is also immune to effects that cause confusion, but not other mind-affecting effects.

Eldritch Bolt (Sp): A cultist can, as a standard action, unleash a bolt of dark mystical energy at a target, which deals 1d6 untyped damage plus the cultist's insanity score (see above). This is a ranged touch attack, with a range of 60 feet, and which has verbal and somatic components, but no arcane spell failure chance.

Starting at second level, the cultist can, when using their Eldritch Bolt, spend 1 Dark Power Point. If they do, the damage of that Eldritch Bolt is increased to 2d6 untyped damage plus the cultist's insanity score.

Dark Power (Su): Cultists can draw power from their Dark Pact. Starting at second level, the cultist has a pool of Dark Power points. The maximum size of this pool is equal to the cultist's Insanity score. Once per day, a cultist can fill this pool to its maximum value. Doing this takes 1 minute.

Eldritch Barrier (Su): The darkness shelters its own. A cultist of at least third level can, as a standard action, spend 1 Dark Power point to create a shadowy barrier around themselves. This barrier lasts for 1 minute, and grants a +2 resistance bonus to saving throws and a +2 deflection bonus to AC for this duration.

Eldritch Teachings: Powerful cultists can call upon their dark patron to evoke magic.

Starting at 3rd level, a cultist can cast the first level spell of their cult's domain by spending 2 Dark Power points.

At 5th level, the cultist gains access to much more of their dark patron's power. By spending Dark Power points equal to double the level of the spell minus one, a cultist of at least 5th level can cast a spell. They may cast any spell from the cultist spell list, assuming the have the points to spend; additionally, they can cast the first, second and third level spells from their cult's domain.

The save DC of a cultists spells is 10 + the level of the spell + half the cultists Insanity score (round down). Cultist spells are treated as if cast by a cleric; using their cult symbol as a divine focus if needed.

Devotion: As cultists rise in power, their dark patron rewards their continued devotion. At fourth level, the cultist gains a bonus feat (which is lost, increasing the power of Dark Pact).

Cull Power (Su): Cultists rely on their leaders, so its only fair that their leaders can rely on them. A cultist of at least fifth level can spend the Dark Power points of other cultists in the same cult. To do this, the other cultist must be within 30 feet. The other cultist need not be willing; however, if the other cultist is not willing, the cultist spending the Dark Power points must be a higher level cultist.

Apex Power: The greatest of cultists can invoke powerful magic. Starting at sixth level, they may cast the fourth level spell of their cults domain using Eldritch Teachings. However, they can not spend more than 5 of their own Dark Power points on this spell; the remaining points required must be taken from other cultists via Cull Power.

Cultist spell list:

  • 1st: Lesser Confusion, Doom.
  • 2nd: Summon Monster II.
  • 3rd: Rage.

Cultist Loadouts: When making a cultist, give them the items listed with their level.

  • 1: Masterwork leather armor, dagger, cult symbol.
  • 2: Masterwork leather armor, masterwork dagger, cult symbol.
  • 3: Masterwork leather armor, masterwork dagger, magic cult symbol.
  • 4: +1 leather armor, masterwork dagger, magic cult symbol.
  • 5: +1 leather armor, +1 dagger, magic cult symbol.
  • 6: +2 leather armor, +1 dagger, magic cult symbol.

Cult symbol: necklace that identifies the wearer as part of the cult (1 gp). Magic cult symbol: Cult symbol that gives the wearer +1 Insanity (500 gp).

Back to Main Page3.5e HomebrewClassesNPC Classes

Allowed AlignmentsLawful Evil +, Neutral Evil +, Chaotic Neutral +, Chaotic Evil + and Chaotic Good +
Article BalanceModerate +
Authorqwertyu63 +
Base Attack Bonus ProgressionPoor +
Class AbilityAlternate Magic +
Fortitude Save ProgressionPoor +
Identifier3.5e NPC Class +
Length6 +
Rated ByPaleomancer +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillKnowledge +
Skill Points2 +
SummaryDark cultists, they draw power from their dark patron; based on Paleomancer's Cultist (3.5e NPC Class). +
TitleCultist, Qwertyu63 +
Will Save ProgressionGood +