Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Blood Magic. Able to cast control water exclusively with blood.
Chimera Pact. If a chimera is within 120 ft. of the cultist or can see or hear it. it gets +2 to attack rolls.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 11 (2d10 + 1) slashing damage.
Vile Of Cursed Blood. Ranged Weapon Attack: +3 to hit, range 20 ft., 10 ft. sphere. Hit: 9 (2d8 + 1) acid damage.
Arrow Of Blood (Blood Not In A Creature). Ranged Weapon Attack: +3 to hit, range 60 ft., 20 ft. line from blood. Hit: 12 (2d10 + 2) Piercing damage.
Description
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.
Previous Versions
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4/13/2019 10:10:19 PM
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4/19/2019 1:07:05 AM
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