Cultist of a Dead God

Little is known about these cultists except for the fact that they worship a dead god of war and adamantly believe that he will come back one day in the peoples most desperate time of need. Their main goal is to keep wars going for as long as possible so that the people can rise out of the war stronger than ever before and ready to meet any challenge.

Liar’s Skill

At 3rd level, you become proficient in Deception ability checks. If you already have proficiency in Deception, you add double your Proficiency Bonus on all ability checks using that skill.

Dual Identity

At 3rd level, you are able to completely form a new identity for yourself that fools investigations and even most types of magic. This allows you to form a cultists identity and a civilian identity. Switching between the two identities requires 1 minute of work. A person who knows of you in one identity would not necessarily be able to tell that you are the same person in the other identity unless they actively make an Intelligence (Investigation) ability check opposed by your Charisma (Deception) ability check. Any creature making this Intelligence (Investigation) ability check has disadvantage on this check. The switch between identities even fools magic meant to find out information about one of the identities unless the caster succeeds an opposed Intelligence (Arcana) ability check against your Charisma (Deception) ability check. For example, a locate creature spell made to detect your cultist identity would not be able to find out where your civilian identity is unless this opposed check was passed.

Perpetual Battle

At 9th level, as an action you are able to inspire a willing creature within 30 feet to go into a fury. The creature gains advantage on all melee attack rolls and resistance to bludgeoning, piercing, and slashing damage for 1 minute. During this time, the creature cannot cast or concentrate on spells. This fury ends early if the creature in the fury is forced unconscious or if their turn ends and they have not attacked a hostile creature since their last turn. Once you have used this ability, you must complete a short or long rest before doing so again.

Warmonger

At 13th level, As an action, you may frustrate a creature within 30 feet into a frenzy. That creature must succeed a Wisdom saving throw with a DC of 8 + your Charisma modifier + your Proficiency Bonus or have disadvantage on all attack rolls and cannot cast or concentrate on spells for 1 minute. The creature may retry the saving throw at the end of each of its turns. Once you have used this ability, you must complete a short or long rest before doing so again.

Faith in the Dead God

At 17th level, you are able to draw upon a small bit of divine power. Choose one cleric spell of 5th level or lower. You are able to cast that spell once. Once you have cast this spell, you must complete a long rest before doing so again.

Section 15: Copyright Notice

Boricubos: The Lost Isles (5E) © 2021, Legendary Games; Author: Miguel Colon.

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