Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Toxic blood. The cultist heals from poison damage.
Scent of blood. Creatures below half-health cannot benifit from hiding or invisibility, due to there loss of blood.
Bone Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 3) slashing damage.
Survival of the fittest. If a creature dies within 30 feet of the cultist, then it can heal from one roll of the dead cretures hit die
Description
Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.
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