“Place your hands on the pattern painted on my head. You feel that… that... POWER!? Are you sure? I could have sworn you’d be able to feel my head pattern power.” - Oolel, Priestess of Nylona
You’re a fanatical member of one of the weird-ass cults operating in Sajak Prime, right down to the haircut. Many deities and demigods exert influence across the Nether Regionz and the primary benefactors of their power are their dedicated cultists. These freaks believe in a deity, demon or ambiguous cosmic force so hard that it gives them powers. Cultist are holy warriors but take on varied roles depending on the nature of their quasi-religious focus, such as healer, court mage, diplomat, or middle management.
In addition to their core class features, cultists are granted special abilities unique to their divine patron. While they’re powers are similar, tactics, dress, general dispositions, run the spectrum from angelic to diabolical. Some are overt in their worship, others do their benefactor’s biding covertly. The motivations of these powerful beings vary greatly, as do their expectations of their worshipers and the powers they impart upon them. The description of each demigod will include a description of the goals of their Cultists, the types of spells and damage associated with their domain of influence, and suggestions on alignment and roleplaying. Oh! And the occasional curse. Select the subject of your worship from the Nether Regionz PANTHEON, or just pick someone off the street.
As a Cultist, you gain the following class features.
Hit Dice
- Hit Dice: 1d8 per Cultist level
- Hit Points at 1st Level: 8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: All simple weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment
- (a) a mace, or (b) a warhammer (if proficient)
- (a) scale mail, or (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts, or (b) any simple weapon
- (a) priest's pack, or (b) an explorer's pack
- A shield and a holy symbol
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Patron Diety, Lay on Hands | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Channel Divinity (1/rest), Patron Deity Feature | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Divine Smite | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Extra Attack | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Channel Divinity (2/rest), Patron Deity Feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Aura of Protection | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Patron Deity Feature | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Improved Divine Smite | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Aura of Courage, Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
Spellcasting
Cantrips
At 1st level, you know three cantrips of your choice from your demigods spell list. You learn additional cantrips at higher levels, as shown in the Cantrips Known column of the Cultist table.
Preparing and Casting Spells
The Cultist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells that are available for you to cast, choosing from your demigod's spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Wisdom is your spellcasting ability for your Cultist spells. You use your Wisdom whenever a Cultist spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a Cultist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a Cultist spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol, like a talisman or a palm tattoo as a spellcasting focus for your Cultist spells.
Patron Diety
Choose one demigod to serve. Your choice grants you spells and other features as described in the demigod's profile. Choose from the following, or any demigods detailed in Nether Regionz Quarterly.
Demigod Domains of Influence
Each demigod has a list of spells that you are considered to have prepared as one of their Cultists. Once you gain a spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity
At 2nd level, you start with two abilities: Turn Undead and an effect determined by your demigod. Some domains grant you additional effects as you advance in levels, as noted in the demigod description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Cultist spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Turn Undead
As an action, each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Ability Score Improvement
When you reach 4th level, and again at 8th, and 12th level, you can increase one ability score of your choice by +2, or you can increase two ability scores of your choice by +1. As normal, you can't increase an ability score above 20 using this feature.
Destroy Undead
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. The CR of undead increases as you gain levels.
Cleric Level | Destroys Undead of CR... |
---|---|
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf as an action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention.
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Life Domain
Life Domain Spells
Cleric Level | Spells |
---|---|
1st | Bless, Cure Wounds |
3rd | Lesser Restoration, Spiritual Weapon |
5th | Beacon of Hope, Revivify |
7th | Death Ward, Guardian of Faith |
9th | Mass Cure Wounds, Raise Dead |
Bonus Proficiency
At 1st level, you gain proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity: Preserve Life
Starting at 2nd level, as an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, when you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Divine Strike
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Lay on Hands
You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your cultist level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Defense: While you are wearing armor, you gain a +1 bonus to AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Spellcasting
By 2nd level, you can cast paladin spells.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell-list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your charisma modifier
Spell attack modifier = your proficiency bonus + your charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Your choice grants you features at 3rd level and again at 5th, 7th, 9th, 13th, 15th, 17th, and 20th level.
- Oath of the Ancients
- Oath of Conquest
- Oath of the Crown
- Oath of Devotion
- Oath of Redemption
- Oath of Vengeance
- Oathbreaker
- Oath of Treachery
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Improved Divine Smite
By 11th level, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Oath of Devotion
Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
- Honesty: Don't lie or cheat. Let your word be your promise.
- Courage: Never fear to act, though caution is wise.
- Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
- Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible, while causing the least amount of harm.
- Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath Spells
Level | Spells |
---|---|
3rd | Protection from Evil and Good, Sanctuary |
5th | Lesser Restoration, Zone of Truth |
9th | Beacon of Hope, Dispel Magic |
13th | Freedom of Movement, Guardian of Faith |
17th | Commune, Flame Strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Sacred Weapon: As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice (with a minimum bonus of +1).The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. if the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
- Turn the Unholy: As an action, you can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.
Holy Nimbus
At 20th level, as an action, you can emanate light. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can't use it again until you finish a long rest.
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