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.
Special brew:
1: Bone bender: target takes 2d6 necrotic damage, and takes a -5 penalty to weapon damage rolls for a minute
2: Enbafflement: all rolls for the next minute are made with disadvantage
3: Knock-out: target is unconscious for three turns
4: Hemorage: target takes 3d6 poison damage
The Alchemist makes two spear attacks
Toxic Bone Spear. Melee/Ranged Weapon Attack: +3 to hit, reach 5-30 ft., one creature. Hit: 4 (1d10+3) piercing damage. If the target fails a DC15 constitution saving throw, they are affected by the special brew.
Reroll special brew. Roll a d4 and change the special brew
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.