| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 12 | +1 | +1 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 14 | +2 | +4 |
| CHA | 13 | +1 | +1 |
Mad Devotion (1/Day)
When reduced to 0 HP, the cultist can make a DC 10 Charisma saving throw. On a success, they stand back up with 1 HP and gain advantage on attack rolls until the end of their next turn.
Ritual Channeling
While within 5 ft of a functioning ritual circle (Red, Gold, or Blue), the cultist gains one of the following passive boons (random or thematic):
-
Red: Adds +2 to melee damage.
-
Gold: Gains +2 AC.
-
Blue: Can cast Thaumaturgy as a bonus action.
Rust Dagger -Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or take 1 additional necrotic damage from the dagger’s infection.
Tether of Whispers (Recharge 5–6)
The cultist targets one creature within 30 ft. The target must succeed on a DC 12 Wisdom saving throw or be haunted by whispering visions, giving it disadvantage on its next attack roll or ability check.
Comments