Dark Devotion. The Cultist (Common) has advantage on saving throws against being charmed or frightened.
Combat Tactics. The Cultist (Common) has +3 on attack rolls against a creature if at least one of the its allies is within 5 feet of the creature and the ally isn't incapacitated.
Fanatical Advantage. Once per turn, if the Cultist (Common) makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.
Spellcasting. The cultist is a 1th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cultist has the following spells prepared:
Cantrips (at will): Vicious Mockery, Eldritch Blast
1st level (1 slot): Bane, Inflict Wounds
Ritual Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage and 3 (1d4+2) poison damage.
Ritual Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and 3 (1d4+2) poison damage.
Poisoned Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8 + 3) piercing damage and 4(1d4+2) poison damage.
Parry. The Cultist (Common) can use its reaction to add 2 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.
(1/day) Devotion Shield. When the Cultist (Common) is attacked it can use its reaction to cast the spell Shield.
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.