Armor Class
12
(leather armor)
Hit Points
9
(2d8)
Speed
30 ft.
STR
11
(+0)
DEX
12
(+1)
CON
10
(+0)
INT
10
(+0)
WIS
11
(+0)
CHA
10
(+0)
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.
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.







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Posted Jul 13, 2023cool
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Posted Aug 20, 2023I think they usually just round down whenever stuff like this comes up. Not sure why, it said in the Dungeon Master's Guide that you round up or down as needed, but that's just what they do I guess.
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Posted Aug 20, 2023I don't think that we need an official undead cultist variant, but if you routinely need it you can just keep a stat block in your notes, as I assume you have already been doing.
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Posted Sep 4, 2023yes
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Posted Oct 24, 2023LORD HAVE MERCY
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Posted Nov 26, 2023we just wall banged one of these
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Posted Dec 7, 2023When considering multiple enemies at once, I do like to beef their CR in my head. They each have individual turns, and at this low level these are at, there might not be a lot of AOE for this kind of stuff. Meaning these attacks can get scary if your doing this at lvl. 1 like I am in my campaign. I was considering having roughly 4 of these for lvl. 1. Its a Theros campaign. Thoughts on this?
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Posted Feb 3, 2024Depends how many players you have. I'd say 4 would be good for maybe 2 lvl 1 players? For things with pretty low CR I usually do 2 per player. Although you may have to get rid of that +2 damage. I'm not the best person to trust for this but this is just what I'd do.
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Posted Feb 4, 2024They might be weak but they have the drip
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Posted Mar 24, 2024This helps a lot. Running a campaign with a massive cult. Players are lvl 4-5. Going to have like 30-50 in one area.
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Posted Apr 1, 2024I don't use cultists as cultists. I use them as younger guards/soldiers and cult new recruits
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Posted Apr 7, 2024kkkkkkk
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Posted Apr 8, 2024I think they are way too weak tonbe of use when characters are actually going to fight cults. For example, the art shows dragon cultists. Those guys usually serve dragons or dracoliches. They are feared. This though, could be a guy slain by a regualr townsguard. No spells? Why? Why does the cult fanatic only get the spellcasting feature? And why such a weak one at that?
In my experience, players will first face off against goblins, kobolds and bandits. Maybe a few animals or maybe even an apprentice wizard. But a proper cult is level 2 or 3 shit and more often than not above that. And those are laughably easy to kill even at that level. And its not only that. Having 10 of them in a room is just boring at higher levels and unnecessarily dangerous at lower ones. 5 of them with a cult fanatic can take on a group of low level adventurers. Yes. But what then? Where those all the cultists then? And why would a goblin boss with a few goblins and a bugbear be more dangerous? Even at higher levels? Its just dumb. To me, a cult should have obvious warlock features. Why not give them darkvision, eldritch blast and maybe better CR? Maybe even a little bit better attributes. Because honestly, those seem much more like devoted townsfolk that took up arms than actual cultists.
To me, they are too weak to hold up against adventurers of the proper level amd are not good enough to be meatshields at higher ones. They might be nice to throw in an encounter, but I think the stats are simply to uninteresting. Like, what do they get to do? Oh no, the wont run away? Oh, look at this, he swung his scimitar! Oh no, the bard couldn't charm them? Its kinda bad. A goblin is more interesting. A kobold is. They have inherent personality and interesting abilities. Those guys are weak. Like, really weak.
My rule of thumb is, if a creature is less interesting to fight against than a giant rat, they need to be better. A rat could at least carry an infection or be funny. This is just sad. Maybe a poisoned blade or some fear effect would have made them better.
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Posted Jun 25, 2024lol
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Posted Jul 25, 2024im using 15 for lvl 5
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Posted Oct 17, 2024What if it was a subclass
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Posted Nov 11, 2024Great for one shots
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Posted Nov 11, 2024This is a good idea if you want to have angry commoners pose a threat to adventurers that mess with them
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Posted Dec 5, 20243
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Posted Dec 6, 2024Awsome