Great Old One Cultist (5e Class)

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<!-Introduction Leader->


Creating a Great Old One Cultist


Quick Build

You can make a Great Old One Cultist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the Acolyte background. Third, choose Shortsword, Priest Pack, Leather Armor

Class Features

As a Great Old One Cultist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Great Old One Cultist level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Great Old One Cultist level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Constitution
Skills: Choose two from Arcana, History, Religion, Insight, Deception, and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) two daggers
  • (a) a dungeoneer's pack or (b) a priest's pack
  • (a) Leather armor or (b) a component pouch or (c) an arcane focus
  • an unholy symbol and Necronomicon
  • If you are using starting wealth, you have 4d4 x 10gp in funds.

Table: The Great Old One Cultist

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st+2Initiate
2nd+2Spellcasting, Great Old One Cultist Role
3rd+2Unholy Health, Horrifying Visage
4th+2Ability Score Improvement
5th+3
6th+3Template:Great Old One Cultist Role Feature
7th+3
8th+3Ability Score Improvement
9th+4
10th+4
11th+4
12th+4Ability Score Improvement
13th+5
14th+5
15th+5
16th+5Ability Score Improvement
17th+6
18th+6
19th+6Ability Score Improvement
20th+6

Initiate

At first level you have decided to join a cult as an initiate, choose one of the following Old Gods to follow:

Ghaunadar
That which Lurks; this God is typically seen as an eye. He loves survival of the fittest and the strong killing the weak. Gain +2 to Strength if you choose this as your God. This cannot raise your Strength stat above 20
Tharizdun
The Chained God is trapped in the Abyss that he himself created. You may cast Darkness twice per long rest without any spellslots as well as gain darkvision (30ft) if you choose this as your God
Dendar
The Night Serpent; this colossal serpent loves to feed of nightmares and fear. You may cast Sleep or Cause Fear a number of times equal to your Wisdom modifier without any spellslots. (note that this is combined) example: Wisdom +3 you may cast Sleep twice and Cause fear once or any other combination.
Zargon
The Returner was a huge abomination that had whip-like tentacles and spewed acid slime. Gain Acid Splash cantrip and the ability as an action to summon within 30ft a Gray Ooze as a companion once per long rest if you choose this as your god. You may only have one summoned slime at one time, two when level 3.
Cthulu
Just called Great Cthulu, he's the most famous of the Old Gods his face usually appears as a squid or octopus. You grow one tentacle when you choose this as you're God. This tentacle acts as an appendage and can carry up to 5 pounds. This tentacle can make one attack with a 5 ft reach on its own using strength or dexterity and can weild a dagger. The tentacle must drop whatever it's holding to interact with any other item. An unarmed strike with it is a natural attack and does 1d2 damage.

Spellcasting

When you reach second level as a Cultist you have access to the Necronomicon. Allowing you to cast wizard spells albiet at a lower level. You prepare what spells that are available to cast. The amount of spells you can prepare is equal to the Ranger spell table. Any non evil or undead creature that tries to read the Necronomicon must make a Consitution saving throw DC 16 or be Stunned a number of days equal to your Great Old One Cultist level.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, as it is through the ancient wisdom of the Great Old Ones you have your spells. You use Wisdom whenever a spells refers to your spellcasting ability.In addition, you use your Wisdom modifier when setting the saving throw DC for any 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

Great Old One Cultist Role

At second level you have now officially joined the cult and now must choose your role. Your choice grants you features at 2nd level and again at 6th, 10th, 14th,and 18th level.

Unholy Health

At third level, you are now Immune to disease and resistant to poison. One gets used to these things hiding in musky caves and constantly using poison to drive your foul deeds.

Horrifying Visage

At third level your dark dealings have changed you. The horrific and foul power of the Great Old Ones have corrupted your flesh, you have -2 to Charisma and any non evil or undead creature will be wary of you, reducing their relationship level by 1. There is a benefit to this however as your Intimidation skill increases by 4 and you may use horrifying visage a number of times equal to your Wisdom modifier.

Horrifying Visage
Each Non-undead creature within 60ft that can see you must succeed on a Wisdom Saving throw (equal to your spell save DC) or be frightened for 1 minute. A frightened target can repeat thesaving throw at the end of each of it's turns, with disadvantage if you are within sight,, ending the effect on itself on a success. You may tell your party members not to look at you when using this feat.

<!-Subclass Feature->

At second level, you chose a role. Choose between Spellcaster, Guard, or ???(Eldritch horror), all detailed at the end of the class description. Your choice grants you features at second level and again at 6, 10, 14, and 18th.

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.

Great Old One Cultist Role Feature

At level 6, you gain a feature based on your Great Old One Cultist Role

Ability Score Improvement

When you reach 8th 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.

Great Old One Cultist Role Feature

At Level 10, you gain a feature based on your Great Old One Cultist Role

Ability Score Improvement

When you reach 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.

Great Old One Cultist Role Feature

At Level 14, you gain a feature based on your Great Old One Cultist Role

Ability Score Improvement

When you reach 16th, 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.

Great Old One Cultist Role Feature

At Level 18, you gain a feature based on your Great Old One Cultist Role

Summon The Great One

At 20th level you are probably the leader of the cult. You have ancient knowledge passed from generation to generation of leaders. This knowlege is how to partially summon the Great Old One that you follow as an action. You may summon the Great One once a day. Now if you could only figure out how to actually summon it.

Ghaunadar
The strong over the weak A giant eye appears in the sky, all creatures make one attack on the nearest creature. If the Great Old One cultist makes a successful hit he becomes unnaturally enraged, gaining resistance to ALL damage except magical and strength increases by 4.
Tharizdun
Dark Prison The target is Imprisoned in a void-like cage for a number of minutes equal to your wisdom modifier. This cannot be disspelled and nothing can go into or see into the void
Dendar
Great One's Tongue A giant tongue appears in a 60ft line in front of you. Any creature in the line must make a DC 20 Dexterity check or be licked by the tongue. The target must then make a DC 30 Constitution save or fall alseep a number of rounds equal to your Wisdom modifier. This is directly Dendar's poison power, even creatures that can't fall asleep will and they cannot wake up until the set rounds end.
Zargon
Acid Slime Choose one. You summon 2 Black puddings 10ft near you, these puddings are under your control and disappear after 3 hours. The second choice is to use Zargon's slime. This slime is acid and does 10d8 damage in a 30ft radius. This is directly Zargon's power and creatures immune to acid damage are resistant to it and creatures resistant to it take full damage.
Cthulu
Great Tentacle You summon the tentacles of Cthulu, every creature in a line to 60 ft in front of you must make a dc 20 dex saving throw or be restrained for 1 minute, the creature can attempt to leave the restrain with a DC 30 strength saving throw, this cannot restrain gargantuan and bigger creatures."

Spellcaster

Spellcasters are a vital role in your cult. They prepare rituals and support the Guards in the background if they need to fight off any unwanted guests. As you delve deeper into the wisdom of the Great Old Ones, so too your magic grows.

Ancient Knowlege

At second level you know more about battles than an average person should, enabling you to act quickly in battles. You may add your Wisdom bonus to your Initiative rolls.

I Need More

Also at Second level, the Great Old Ones bless you with magic ability. You may have one additional spell slot for each level of spell you can learn. (I.E if you have 4 level 1 spell slots you now have 5 and if you have 2 level 2 spell slots you would have 3 in additon to the extra level 1 spell slot)

Preferred Spell

At 6th level your God is somewhat intrested in you and grants you it's preferred spell. You may cast this spell a number of times equal to your wisdom modifier per long rest.

Ghaunadar
Giant Insect
Tharizdun
Banishment
Dendar
Phantasmal Killer
Zargon
Vitriolic Sphere
Cthulu
Evard's Black Tentacles
Ritual Summoning

At 10th level you may perform a ritual summoning of 1 creature depending on your God. This summoning takes 1 hour, requires human sacrifice, and cannot be performed again until 3 days have passed. The creature is in your control and is a mindless slave.

Ghaunadar
Elephant
Tharizdun
Shadow Demon
Dendar
Couatl this Couatl is corrupted, it's poison only makes the target sleep for 1 round. It also can't shape change and has a AC of 15.
Zargon
Black Pudding
Cthulu
Chuul
Black Magic

At 14th level you may cast any spell as 1 level higher using that spellslot and an additional one.

Ultimate Preferred Spell

At 18th level, your God now trusts you with it's most powerful magic. You may cast your God's strongest spell once per long rest.

Ghaunadar
Dominate Monster
Tharizdun
Maddening Darkness
Dendar
Weird
Zargon
Shapechange
Cthulu
Storm of Vengeance

Guard

The most common of the Great Old One Cultists, you know a little magic but your main roll is frontlining and fighting those who would oppose you.

Unholy Weapon

At second level, you can choose to bless your weapon with the power of your God. This takes 5 minutes of deep meditation and prayer. The unholy weapon deals 1d4 extra damage at level 2, 2d4 at level 6, and increases by 1d4 at levels 10, 14, and 18. The type of damage depends on your God:

Ghaunadar
Force
Tharizdun
Necrotic
Dendar
Psychic
Zargon
Acid
Cthulu
Bludgeoning
To The Slaughter

Beginning at second level, you now are proficient with medium and heavy armor and may choose a fighting style:

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

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, even if the new roll is a 1 or a 2. 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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack

Begining at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ancient Magic

At level 10, your Unholy weapon damage is now counted as magic in terms of overcoming resistance. The type still stands in terms if a creature has vulnerabilty to it. This is the Power of the Great Old Ones who transcend logic.

Extra Attack (2)

Begining at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Unholy Smite

At 18th level when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d4 for a 1st-level spell slot, plus 1d4 for each Spell Level higher than 1st, to a maximum of 5d4.

???(Eldritch Horror)

You have said goodbye to your humanity and have fully embraced the power of the Great Old Ones. This changes you depending on who your God is and mutates you into a monster. This is the rarest of roles as not many people are wanting to give up everything for the power they seek.

Turning Into A Monster

At second level you start to lose yourself. You become Immune to any mind-affecting spell or abilty as well as have +4 perception bonus to Illusions However, you have -4 to Intelligence and Wisdom as your mind starts to fade away. Gain +4 Wisdom bonus when calculating your Horrifying Visage as you still look scary, probably even more so.

Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

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3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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