Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Fishtail Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage plus 2 radiant damage.
Old One's Spark (Recharge 6). As a bonus action, the cultist touched a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or experience short-term madness for 10 minutes. Consult the Short-Term Madness table to determine the form of madness. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success.
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.
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