Before you became an adventurer you were a member of a cult or high-control group. Perhaps you were born into the group as the child of true-believing parents, or maybe you joined later in life looking for hope and acceptance after facing a personal tragedy. As a cultist, most of your time and resources were devoted to serving the needs of the group and the whims of your charismatic leader (or leaders). The leader dictated nearly every aspect of the group's members' lives including who they were allowed to spend time with, their work or profession options, leisure activities and reading material etc. You were indoctrinated to believe that being a member of your group was the best possible life course you could take and would protect you from the dangers of the outside world; dangers that, of course, were taught to you by the leader. The thought of ever leaving the group seemed impossible and possibly even terrifying or dangerous.
Your day-to-day life as a cultist would have varied drastically depending on your position within the group. You may have been a rank-and-file member, contributing by performing a useful craft or trade. Perhaps you were involved in the recruitment of new members through artistic performance or the use of a silver tongue. You may have been a show of strength and intimidation for the leader, used to enforce the rules among the other members or protect the group from outsiders. Or maybe you worked your way up the ranks into the leader's inner circle, granting you prestige among the group and knowledge of the more sinister (and possibly criminal) activities of the leader. Regardless of your level of belief or devotion, one day you found yourself as an outsider, either banished from the group or escaping on your own accord.
As a member of an adventuring party you are separated from nearly everything and everyone you've known and loved. Though you are adept at working in groups for a greater cause, you are haunted by the memories of your experiences and grieve your losses. You find yourself driven to use what you have learned to be a force for change in the world- either good or evil.
- Skill Proficiencies: Survival, plus one of your choice from among Deception, Intimidation, Performance, and Religion
- Tool Proficiencies: One type of artisan’s tools or any one musical instrument
- Languages: Any one of your choice
- Equipment: A set of clothes appropriate to your cultist duties, a set of artisan’s tools or musical instrument with which you are proficient, and a pouch containing 5 gp
Cults are more common than one might expect and nearly anywhere you go you'll find a charismatic individual who has amassed a group of loyal followers. Randomly roll or select one of the options below, or work with your DM in coming up with your own concept. Oftentimes cults may have attributes from multiple categories.
- Doomsday. My group believed that the world was coming to an end "someday soon," and the only way to survive was to closely follow the tenets of my group.
- Dragon. My group revered or worshiped dragons, or a specific dragon, and would do anything to earn their favor.
- Humanoid Trafficking. I was either involved with a group that exploited humanoids for labor, wealth, power etc., or I was one of the ones being exploited.
- Religious. I was part of a group devoted to a deity or pantheon of deities, worshiping and spending our lives serving them to our own detriment.
- Other Planar Entity. My group was obsessed with the existence of beings from other planes of existence, wishing for them to intervene directly in our lives.
- Political Zealot. My group was convinced they were the most qualified people to control towns, cities, realms etc., and would seize that power by any means necessary.
- Guru. My group followed an "enlightened" individual, believing their philosophies and teachings would lead my own enlightenment.
- Organized Crime. My group infiltrated various other organizations, using its influence to gain wealth and power by criminal means.
| d8 | Cult of Origin |
|---|---|
| 1 | Doomsday |
| 2 | Dragon |
| 3 | Humanoid Trafficking |
| 4 | Religious |
| 5 | Other Planar Entity |
| 6 | Political Zealot |
| 7 | Guru |
| 8 | Organized Crime |
Your time spent in a cult grants you the innate ability to instantly recognize other cultists (though not necessarily their specific group) by their dress, mannerisms, speech patterns, or other identifying features. Cultists stand out to you even if they are trying to blend into "normal" society. When interacting with other cultists for a short time you are able to quickly pick up on and understand their ideals, beliefs, and rituals in order to make the group more trusting of you. The group will be willing to provide you and your traveling companions with food, basic clothing, and lodging, perhaps at the cost of listening to a speech or sermon by the leader. At the DM's discretion, spending more time with the cult may grant you information into their true intentions as well as knowledge of activities, whether benign or nefarious, the group is involved in. Caution is needed, however, as the longer you are in their company the more likely they will try indoctrinating you and your traveling companions into their group.
Suggested Characteristics
These are the suggested characteristics for Cultist (Ex-Member).
| d8 | Personality Trait |
|---|---|
| 1 | I feel unreasonably guilty when I think I've made a mistake. |
| 2 | When I am passionate about something I need to share it with anyone who will listen. |
| 3 | I tend to focus on the feelings and needs of others ahead of my own. |
| 4 | Fear is an excellent motivator for me. |
| 5 | I often feel adrift and lost, and am searching for the meaning or purpose of my own existence. |
| 6 | I get very passionate when I see someone being manipulated or controlled. |
| 7 | I feel like it's just easier to go along with whatever the group decides. |
| 8 | I get defensive when I think I'm being criticized. |
| d6 | Ideal |
|---|---|
| 1 | Honesty. People deserve to know the truth, even when it hurts. (Lawful) |
| 2 | Freedom. Not all prisons have bars and everyone deserves the freedom of their own mind. (Chaotic) |
| 3 | Philanthropy. There is no greater cause than helping those who can't help themselves. (Good) |
| 4 | Dominance. Those who lack power and control over others are destined for servitude. (Evil) |
| 5 | Unity. Working together is the only way we can make a difference in the world. (Neutral) |
| 6 | Redemption. Everyone deserves a chance to right their own wrongs. (Good) |
| d6 | Bond |
|---|---|
| 1 | I have a small memento from my time as a cultist that I cherish dearly. |
| 2 | I have vivid nightmares or flashbacks about my time as a cultist. |
| 3 | My former group aims to collect on a debt they believe I owe them. |
| 4 | I know things about my former group for which the leader wants me "dealt with." |
| 5 | I committed atrocities while indoctrinated. I hope I can redeem myself. |
| 6 | I have loved ones who are still cultists. I wish to free them someday. |
| d6 | Flaw |
|---|---|
| 1 | I love to gossip, even if I'm not sure what I'm saying is true. |
| 2 | When something feels right no amount of conflicting evidence will change my mind. |
| 3 | I tend to blindly believe things said by authority figures. |
| 4 | My initial response whenever meeting someone new is to distrust them. |
| 5 | I frequently believe that people are trying to take advantage of me. |
| 6 | I'm constantly worried that my associates will reject me, and I compensate to avoid this. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/6/2023 12:03:20 AM
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33
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5
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1.0
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Coming Soon
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10/15/2023 3:22:21 PM
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44
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1
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2
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Coming Soon
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