Believe me. Qultists are willing to believe almost anything from their in-group... and nothing from their outgroup. They have disadvantage on saves against Charisma (Persuasion) attempts by group members, and advantage on saves against Charisma (Persuasion) attempts by outsiders.
Satisfied. Qultists have disadvantage on Intelligence (History, Investigation, or Religion) and Wisdom (Perception) checks when the truth would contradict their group beliefs.
City qultists usually carry one handaxe, mace, or shortsword. For any given qultist, choose only one weapon below to use.
Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) slashing damage.
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
All city qultists carry a dagger.
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Description
Qultists cleave to rumor and suspicion. They rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to believe conspiracy theories. Their uniting ideal is a shared enemy, generally either more prosperous individuals in the community or a group of people marked by race, religion, gender, or other factors.
City qultists are generally laborers, artisans, or merchants whose religious or strongman leaders sense a threat in the rising fortunes of particular individuals or subgroups within the community. They tend to react critically to any attempt by government to control freedom of movement, freedom of trade, or freedom to carry weapons.
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