You have joined a cult. Wether it be forced, you created it, your family was part of it, or you joined by accident, you're still stuck with it.
- Skill Proficiencies: Skill Proficiencies
You are proficient in the following skills:
Deception
Persuasion
Arcana
Religion
One skill of your choice
- Tool Proficiencies: Tool Proficiencies
You are proficient in using the following tools/weapons:
Thieves Tools
Dagger
Dart
Poisoners Kit
One tool and weapon of your choice
- Languages: Language Proficiencies
You can speak in the following languages:
Common
One language of your choice
- Equipment: Equipment
You may begin with the following equipment:
Dagger
Book
10 Parchment
Ink
Pen
Backpack
10 days of rations
Bedroll
If you wish to randomize which label your character has in the cult then roll 1d8 on the table
| d8 | Place on the hierarchy |
|---|---|
| 1 | 1= recently joined cult member |
| 2 | 2 = marketer |
| 3 | 3 = trusted member |
| 4 | 4 = sacrificial supervisor |
| 5 | 5 = sacrificer |
| 6 | 6 = Bestower of joining |
| 7 | 7 = Right hand person |
| 8 | 8 = leader |
Due to being in a cult you have learned the ways a cult rewires the human brain. Now you can roll a persuasion check with someone and on a succeed (DC to DMs discretion) they will be charmed by you until you harm them or someone else succeeds a persuasion check to make them stop following you. You also have advantages on deception checks.
Sadly police resent you and any homicide that happens the police will immediately suspect you, especially if the murder seemed sacrificial.
Suggested Characteristics
I am not doing this part for it is much too annoying.
Contacts
You can easily contact any person in a cult by using a special language called "Ulantaks Speech" which is essentially the language that cults use like how thieves use Thieves Can't.
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Posted Dec 23, 2022Very good im using this