Cultist
Pursues power through forbidden pacts and terrible bargains, transformed as much as those they practice upon.
The Cultist pursues power through forbidden pacts and terrible bargains, and is transformed as surely as those they practice upon. Some harvest life essence through blood and sacrifice, hearing in another's suffering only the sound of power changing forms. Others bend shadow into a living, hungering force, or treat death itself as a malleable state to be commanded rather than mourned.
Whatever the path, the price is always paid in the self - for there is no terrible bargain that the bargainer walks away from unchanged.
- STR
- d4
- AGI
- d8
- RES
- d4
- FCS
- d8
- INT
- d8
- Core Attributes
- INT · AGI
- Innate Skills
- magicka, occult
- Innate School
- Dark Arts
- Armor
- Cloth · Light
Starting EquipmentCommon dagger with ritual engravings. Cloth or light armor. Book of Rituals (spellbook), occult medallion.
Core Abilities
Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.
Unholy Weapons
Core Class AbilityYour first melee attack each round with Daggers may use INT instead of AGI.
Curse of Darkness
Talent16 SPWhenever a target receives damage from your spell, you may spend a Bonus Action to bestow them with a curse. The curse persists until the end of combat or until the target is dead. While the curse is active, your spells and melee attacks siphon life force from the target. You receive 2 HP and WP when damaging a cursed target.
What you take from them, you keep.
Path of Advancement
Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.
| Level | Dice Ups | Required Bonuses |
|---|---|---|
| 2 | — | INT 5 · AGI 5 |
| 3 | RES Up | INT 7 · AGI 5 |
| 4 | Free Up | INT 8 · AGI 7 |
| 5 | RES Up + INT Up | INT 10 · AGI 8 |
| 6 | — | INT 12 · AGI 8 |
| 7 | Free Up | INT 14 · AGI 9 |
| 8 | — | INT 16 · AGI 10 |
| 9 | — | INT 18 · AGI 12 |
| 10 | Free Up | INT 20 · AGI 14 |
Specializations
Ritual
10Harvests life essence through blood and sacrifice, viewing suffering as simply the sound of power changing forms.
Dark Arts
10Channels darkness as a living force with its own hungers, weaponizing shadow and fear over brute strength.
Necromancy
12Treats death as a malleable state rather than an absolute, commanding what lingers on the other side.
General Class Picks
Picks available to every Cultist, before a specialization is chosen.
Level 1
Unholy Weapons
Your first melee attack each round with Daggers may use INT instead of AGI.
Details →Curse of Darkness
Whenever a target receives damage from your spell, you may spend a Bonus Action to bestow them with a curse. The curse persists until the end of combat or until the target is dead. While the curse is active, your spells and melee attacks siphon life force from the target. You receive 2 HP and WP when damaging a cursed target.
Details →Blood Sacrifice
Use a ½ Action to make a Melee Spell Attack. On hit, regain WP equal to Damage dealt. You may also target yourself and to regain WP equal to HP Cost.
Details →Spreading Darkness
Targets you hit with Melee Spells and Attacks become susceptible to your magic and abilities. From the start of your next turn until the end of that turn any targets you hit receive 3 additional HP and WP damage from your attacks. If the target receives damage before the end of your next turn from you, Spreading Darkness sustains for another round.
Details →Level 2
Ritual of Blades
You spend a Full Action and begin to cast a Blade Ritual, covering an area 5 meters in radius with flying serrated tiny blades. Immediately and at the start of their turn, all characters inside the area must succeed an AGI Save against your INT Bonus or receive Bleed(5), or Bleed(2) on successful save. The area becomes Difficult Terrain to anyone but you and all creatures within the effect can't see farther than 2 meters. The effect lasts for 2 rounds.
Details →Ritual of the Dead
You spend a Full Action to focus on raising up to 2 Undead to fight on your side for ½ FCS bonus rounds. You need at least one usable body part for each Undead for the spell to be successful. No matter what their original size was, the creatures become Medium Undead once animated. They have 1/2 TR Undead stats and you can command them with Free Action during your turn. Usable once per Rest.
Details →Ritual of Souls
You spend a Full Action and summon the souls of the dead to haunt the battlefield. You gain Soul Aura with a radius of 5 meters for 5 rounds. Soul Aura grants you +5 HP and WP at the start of your turn if there are enemies within the aura. Additionally, enemies starting their turn inside the aura take 1d6 HP Damage. At the end of your 5th turn, the Aura expires, releasing souls. They seek targets within the area to Haunt. Up to 5 enemies within the aura take 1d6 WP Damage.
Details →Dark Arts Specialist
Dark Arts spell WP costs are reduced equal to your Dark Arts level.
Details →Requires: Pick: Heretical Sacrament I, Heretical Sacrament II
Your HP increases equal to 3 times your INT Bonus.
Details →Suffering
Use a Bonus Action on your turn to perform a sacrificial cut on yourself harnessing the energy from the shadows. You gain Bleed(5) but each time you would Bleed you gain Health equal to stack size instead. This effect ends if the Condition is removed at any point or after Bleed Rating reaches 0. While active, you lose 1 Bleed Rating at the start and at the end of your turn. You may use Suffering up to your Occult skill bonus per day.
Details →Level 3
Ritual Preparations
Once per day, you may cast one Ritual using 1 Action instead of a Full Action.
Details →Scattered Soul
Once per day, at any point when you would drop to 0 HP, you instead regain HP equal to 10 + your level.
Details →Dark Shadow
You spend 1 Action and become one with the Shadows, empowering you for 3 rounds. While active, beneficial spells directed to you by allies have no effect, you lose ½ the normal HP when casting spells, you can not drop to below 1 WP from any source. You also gain an additional RES die to Defense Rolls against Physical Attacks. On the round when the effect ends, you regenerate WP equal to 2 x your FCS bonus at the end of that turn and can not cast Dark Arts spells for 3 rounds.
Details →Level 4
Corpse Explosion
You spend 1½ Actions and choose up to 3 corpses within 40 meters of you. They begin to bloat and fill with volatile gases. The corpses explode at the start of your next turn. Anyone within 3 meters of the corpse must succeed on an AGI Save against your INT Check or take INT Roll (no bonus) Piercing Damage and INT bonus Poison(INTbonus) Damage. On a successful save damage and Poison are halved. Exploded corpses cannot be reanimated and their damage doesn't stack.
Details →Level 6
Growing Darkness
Curse of Darkness is enhanced. Each time you damage a cursed target, apply one stack of Growing Darkness. Each stack increases the HP and WP you recover per hit by 2. Stacks have no maximum and persist until the curse ends.
Details →Soulburst
Use 1 Action to release a burst of soul energy emanating from yourself in a 10 meter radius. All creatures in range must succeed a RES Save against your INT Check or take INT Roll + INT bonus Psychic damage and be pushed back 4 meters. For the next 3 rounds, at the start of each round you reroll your INT Check - all creatures remaining in range must succeed a RES Save against the new result or take the same Psychic damage with no pushback.
Details →Level 8
Veil of Night
When outside of combat, if you fail a Stealth Check, you may spend 10 HP to succeed instead. The success is treated as rolling the maximum result with a Stealth skill level of 5 or your own, whichever is higher.
Details →Level 10
Final Relief
When a creature dies within 10 meters of you, you may absorb some of its departing life force as a Reaction. Regain HP equal to your RES die size and WP equal to your FCS die size. The first use each round is a Free Action. Additional uses within the same round require a Bonus Action.
Details →Abyssal Well
Once per Rest, you draw deeply from the darkest currents of magic. Recover WP equal to your INT Roll + INT Bonus + FCS Roll + FCS Bonus.
Details →