Sorcerer
Base Class: Sorcerer

For a long time, you have lived as a part of the cult. You grow with its powers, and you feel the unholy blessings of the dark gods flowing through you. You can manipulate and distort creatures around you, using your every move to do the bidding of your masters. You live for them, you breathe for them, you are a fountain of their abilities. Using the magic gifted from the gods, you obliterate all enemies that come in your way. All who stand before the bridge between the gods will have their life extinguished

Religious Devotion

With your extreme devotion to your cult, you get expertise in religion. Plus, you can roll your religion skill instead of any other ability check, but if you do so, you'll have to use the religion skill roll instead.

Cult Rituals

You learn two cult rituals, Blood Sacrifice and Eerie Chant.

Blood Sacrifice: Whenever you attack a creature within 20 ft of you, that is not undead or a construct, you can take it's blood and sacrifice it (you can only take the blood of a single creature). This uses your bonus action. When you do sacrifice the blood, you get an extra 1d6 that is applied to your next roll.

At Higher Levels: For every character level 6, the range increases by 3 ft (max is 60)

Eerie Chant: You will chant loudly (requires you to be able to speak), making an aura of 10 ft. All creatures within this aura (excluding the ones casting it), will have a movement speed of 0 unless they either:

  • Cannot hear (for example, the deafened condition) or
  • make a CHA saving throw with DC 16

All creatures that are affected by this spell will stay affected until they are no longer in range of the chanters or cannot hear.

When the spell is cast, any other characters who have this ability can choose to also chant loudly, without having to cast the spell. The caster of this spell will have to use concentration (which takes their turn) to keep the spell going, and once it ends, all characters that are chanting will quit chanting (making the affected creatures unaffected).

Dark Power

Gives you another two rituals, Spiritual Transfer and Revival Ritual

Spiritual Transfer: You can use your action to give any creature within sight (excluding yourself) an extra action and bonus action (without changing their original action and bonus action)

Revival Ritual: Once per short rest, you can revive any creature that is within sight and at 0 hp during your bonus action. That creature now has hp at half the maximum and is also permanently poisoned until it reaches full hp.

Wicked Blessing

You get two more rituals, Living Sacrifice and Second Strike

Second Strike: Lets you exchange your bonus action for another action (using up the bonus action)

Living Sacrifice: If there are any creatures within a 15 ft radius that are at 0 hp, you can sacrifice them to the gods of your cult (using your action). By sacrificing them, they can not be revived and will automatically fail all death saving throws. When you do this, you get an AC bonus of +4 and have resistance to all types of damage (excluding radiant) for 3 turns. However, you also take 1d4 radiant damage each time you sacrifice a creature.

Blood Of The Cultist Image

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