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  1. - Top - End - #1
    Dwarf in the Playground
    Join Date
    Apr 2015

    Default Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    Umm... Hello! I'm The_Doctor, and this is my first thread on these forums, but not my first post. While browsing through some archives, I encountered some mythos vestiges for 3e by The Demented One (can be found here,here,here, and here) and I was inspired to create a 5e class based on the Mythos.


    Credits:
    The Demented One for powers, power names, and fluff.

    Here we go!

    Cultist
    Fluff TBD
    Quick Build
    You can make a cultist quickly by following these suggestions. First, make Wisdom your highest score, followed by Constitution. Next, choose the sage background.
    Class Features
    Hit Points
    Hit Dice: 1d8 per cultist level
    Hit Points at 1st level: 8+ your Constitution Modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cultist level after 1st
    Proficiencies
    Armor: Light armor
    Weapons: All simple weapons
    Tools: None
    Saving Throws: Constitution, Wisdom
    Skills: Choose two from Arcana, Insight, Perception, Religion, Survival
    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a scholar’s pack or (b) a dungeoneer’s pack
    • Leather armor and two normal daggers, as well as one ceremonial simple weapon
    Level Proficiency Bonus Features
    1st +2 Cult of the Old Ones
    2nd +2 Incantation (1 use)
    3rd +2 Sacrifice (1 use)
    4th +2 Ability Score Improvement
    5th +3 Cult of the Old Ones feature
    6th +3 -
    7th +3 Incantation (2 uses)
    8th +3 Ability Score Improvement
    9th +4 Sacrifice (2 uses)
    10th +4 Faithful Worshipper (Shoggoth)
    11th +4 Cult of the Old Ones feature
    12th +4 Ability Score Improvement
    13th +5 Incantation (3 uses)
    14th +5 -
    15th +5 Faithful Worshipper (Elder One)
    16th +5 Sacrifice (3 uses), Ability Score Improvement
    17th +6 Protection Magic
    18th +6 Incantation and Sacrifice (4 uses)
    19th +6 Ability Score Improvement
    20th +6 Cult of the Old Ones feature
    Cult of the Old Ones
    You are a worshipper of one of the Great Old Ones. At 1st level, you choose one of the following Great Old Ones to worship: Azathoth, the Blind Idiot God; Father Dagon and Mother Hydra; Great Cthulhu, the Dreaming God; Nyarlathotep, the Crawling Chaos; Yog-Sothoth, the Lurker at the Threshold; Hastur, the King in Yellow. The different Great Old Ones are detailed at the end of the class description.
    Incantation
    You can call upon your Great One for aid in desperate times. Starting at level 2, you gain the power to force one creature within 30 feet to make Constitution saving throw against a DC of 8+ your proficiency bonus+ your Wisdom modifier. If they fail, they have disadvantage on all rolls for 2 rounds. You have one use of the ability, after which you need to take a long rest to use it again. You can use it twice between rests at 7th level, 3 times at 13th level, and 4 times at 18th level.
    Sacrifice
    At level 3, when you target a creature with your ceremonial weapon, you can designate that creature as a “Sacrifice.” If you do, you gain a +1 bonus to all rolls against it for 3 rounds, and have advantage on all rolls against it for 2 rounds. After you use this ability, you can’t use it until after you take a long rest. You gain 2 uses per rest at 9th level, 3 times per rest at 16th level, and 4 times per rest at 18th level.
    Ability Score Improvement
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
    Faithful Worshipper
    You are rewarded for your years of faithful service to the Old Ones.
    Shoggoth—at 10th level, you gain the ability to use disguise self a number of times per day equal to twice your Wisdom modifier. In addition, you increase your Wisdom and Charisma scores by 1, and their maximum values increase by 1 as well.
    Elder One—at 15th level, you gain the ability to use identify a number of times per day equal to your Wisdom modifier and legend lore twice per day, without expending material components. In addition, your Constitution score increases by 2 and your Wisdom score by 1, and their maximum scores are likewise increased.

    Next Post: The Great Old Ones
    Last edited by The_Doctor; 2015-05-06 at 09:21 AM.
    Quote Originally Posted by Prince Zahn View Post
    Sometimes it's easy to forget this isn't for 3.5 anymore #Shocking revelation.
    Binders are fun!
    My 5e Vestiges: Amon, Dahlver-Nar, Focalor, Primus, Marchosias, Halphax, and some other non-canon ones.

  2. - Top - End - #2
    Dwarf in the Playground
    Join Date
    Apr 2015

    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    Great Old Ones
    The multiverse is home to many strange and alien creatures, but it is perhaps the most terrible and inhuman of these that are known to scholars of the occult and forbidden as the Outer Gods, the Great Olds Ones, the most alien and horrible aspects of reality. Though some men, half-mad fools of cultists, worship them as gods, this is not the truth. They are best described as Cosmic Horrors, the ultimate evils born of the multiverse itself. They care little for men, though some, such as the Crawling Chaos, Nyarlathotep, take an interest in the mortal races.
    Great Cthulhu, the Dreaming God
    Spoiler
    Show

    Great Cthulhu lies in the deepest lairs of the sea in his city, though some call it a prison, a place of strange and alien geometries known as R’lyeh. Whether imprisoned or merely sleeping, he lies dormant in that terrible, sunken ruin, touching the world only in the dreams of his mad followers.
    Alien Geometries: When you start worshipping Great Cthulhu at level 1, ranged attack rolls against you take a -1 penalty.
    Blasphemous Flesh: Once per round starting at level 5, you can make a tentacle attack against a creature within 10 feet. If you do, that creature must succeed on a Dexterity saving throw with a DC equal to 8+ your proficiency bonus + your Wisdom modifier. If they fail they take 3d6 bludgeoning damage and are pushed back 10 feet.
    Gift of R’lyeh: Starting at level 11, a worshipper of Cthulhu can breathe normally in all environments and can swim underwater at a speed of 60 feet.
    Call of Cthulhu: At level 20, once per long rest when you hit with an attack, the target must succeed on a Constitution saving throw (DC 8+your proficiency bonus+ your Wisdom modifier) or be treated as having 1d6 lower Wisdom for the rest of the encounter.

    Nyarlathotep, the Crawling Chaos
    Spoiler
    Show

    Unlike most of the Great Old Ones or Outer Gods, Nyarlathotep is not bound, dormant, or deep within the reaches of space. He wanders the world in various guises, spreading fear, depravity, and madness. His forms and their names are legion–the Audient Void, the Blind Ape of Truth, the Black Man, the Haunter in the Dark, the God of the Bloody Tongue.
    Inscrutable Mask: Whenever someone attempts to communicate telepathically with you or otherwise touch your mind, they must make a Wisdom saving throw (DC 8+ your proficiency bonus+ your Wisdom modifier). If they fail, it doesn’t work.
    Nyarlathotep’s Guile: At 5th level, you can use suggestion once per 10 minutes.
    Blood of Chaos: Starting at 11th level, you gain the ability to use polymorph once every 5 rounds.
    Change Shape: Your Faithful Worshipper (Shoggoth) ability improves. You can use disguise self and alter self at-will.

    Yog-Sothoth, the Lurker at the Threshold
    Spoiler
    Show

    Yog-Sothoth is among the greatest of the Outer Gods, thought by many to be second in power only to Azathoth, and by some to be even more powerful than that blind Demon Sultan. Yog-Sothoth is present everywhere and always, conterminous with all of time and space. Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth.
    Turn Back Time: Once per long rest, you can force an enemy to reroll one attack against you. It has disadvantage on the reroll.
    Forgotten From Time: Once per long rest, starting at level 5, you can disappear one enemy from time. One target within your melee range makes a Constitution saving throw (DC 8+your proficiency bonus+ your Wisdom modifier) or be removed from time. While removed from time, it doesn’t exist. It returns after two rounds, but at the beginning of each round it makes another saving throw. If it succeeds, it returns automatically.
    Key to the Gate: Three times per day, starting at 11th level, you can use the dimension door spell.
    Walk the Void: You are permanently under the effect of a blink spell starting at level 20.

    Hastur, the King in Yellow
    Spoiler
    Show

    Hastur was once a simple mortal priest of the Outer Gods, but he was empowered by their envoy, Nyarlathotep, in return for his service to them. In the strange and often alien world of the Dreamlands, he is the King in Yellow, lord of the land of dim Carcosa, where he is seated upon the Nightmare Throne. He leads the cult of the Yellow Sign, and is known to them as the High Priest Not to Be Described. His name bears a vile power, and he can be summoned simply by speaking it.
    Touch of Carcosa: Once per short rest, you can touch one enemy. Make an attack roll against that enemy with your Wisdom modifier as a modifier. If you hit, they take 1d10+ your level psychic damage. For every 5 damage this attack deals you gain 2 temporary hitpoints. After you take a short rest, any remaining temporary hitpoints remaining disappear.
    Insanity: Starting at 5th level, anyone you spend at least 10 minutes conversing with, at your option, can be forced to make a Wisdom saving throw (DC 8+ your proficiency bonus+ your Wisdom modifier) or suffer temporary insanity for 1 month. This increases to permanent insanity at 20th level.
    Yellow Sign: Starting at level 11, you emit a burst of yellow light from your brow that can force all enemies within 30 feet to make a Constitution saving throw (DC equal to that for your Insanity feature) or be stunned for 2 rounds. Once you have used this ability you must finish a long rest to use it again.
    Pallid Mask: At level 20, once every 5 rounds you can force all enemies within 30 feet to make a Wisdom saving throw (DC as your Yellow Sign power). If they fail, they must spend the next 1d6 rounds (separate roll for each failed save) moving as far away from you as possible.

    Azathoth, the Blind Idiot God
    Spoiler
    Show

    Azathoth is the highest and oldest of the Outer Gods, said to be both their progenitor and that of the Great Old Ones. He is utterly mad, a blind fool who sits at the center of the universe, surrounded by the rest of the Outer Gods. He has little to do with mankind and their world: rather, it is his servant and envoy, the devious Nyarlathotep, who carries out his will. Azathoth takes no notice of the world, forever lost within his own madness.
    Doom: Once per long rest, you can force yourself and all within 20 feet of you to make a Constitution saving throw (DC 14+your proficiency bonus+ your Constitution modifier) or take 5d6 radiant damage.
    Things Man was Not Meant to Know: Starting at 5th level, once per long rest, you can cause insanity in one being. After 5 months, the target is cured.
    Wall of Fire: Starting at level 11, you can use wall of fire once every 5 rounds.
    Seething Nuclear Chaos: At level 20, once per day you can invoke a 30-foot cone of flame. All enemies in the cone must make a Constitution saving throw (DC 8+your proficiency bonus+ your Constitution modifier) or take 5d6 fire damage and 5d6 necrotic and radiant damage. Even if they save, they still take half damage.

    Father Dagon and Mother Hydra
    Spoiler
    Show

    Father Dagon and Mother Hydra are among the lesser Great Old Ones, and dwell within the depths of the sea. They are the parents to the Deep Ones, a race of aquatic monstrosities that dwell with them in sunken, cyclopean cities. The Deep Ones are the primal ancestors of Locathahs, Merfolk, Sahuagins, and many other aquatic races, but are far more monstrous than any of them.
    Deep One’s Gift: You can breathe in air and water, and you can swim as fast as your land speed.
    Doomsong: At level 5, you can use your action to target one creature. That creature must make a Wisdom saving throw (DC 8+ your proficiency bonus+ your Wisdom modifier). If it fails, it must spend its next 3 turns taking no actions except moving toward you. Once it is there, it does nothing for another 2 rounds except listen to you. If, at any point while it is under the effect, it is attacked or has a harmful spell cast upon it, the effect dissipates.
    Echolocation: At level 11, you can see clearly underwater up to 30 feet ahead of you.
    Fast Healing: The Deep Ones, the children of Dagon and Hydra, are said to be immortal, able to shrug off any wound that afflicts them. Starting at 20th level, you heal hit points at the rate of 3 hp per round. This increases to 6 while you are underwater.
    Last edited by The_Doctor; 2015-05-05 at 11:36 AM.
    Quote Originally Posted by Prince Zahn View Post
    Sometimes it's easy to forget this isn't for 3.5 anymore #Shocking revelation.
    Binders are fun!
    My 5e Vestiges: Amon, Dahlver-Nar, Focalor, Primus, Marchosias, Halphax, and some other non-canon ones.

  3. - Top - End - #3
    Dwarf in the Playground
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    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    Cleaned up the GOO post a bit. Okay to post now!
    Quote Originally Posted by Prince Zahn View Post
    Sometimes it's easy to forget this isn't for 3.5 anymore #Shocking revelation.
    Binders are fun!
    My 5e Vestiges: Amon, Dahlver-Nar, Focalor, Primus, Marchosias, Halphax, and some other non-canon ones.

  4. - Top - End - #4
    Dwarf in the Playground
    Join Date
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    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    Any feedback? Anyone?
    Quote Originally Posted by Prince Zahn View Post
    Sometimes it's easy to forget this isn't for 3.5 anymore #Shocking revelation.
    Binders are fun!
    My 5e Vestiges: Amon, Dahlver-Nar, Focalor, Primus, Marchosias, Halphax, and some other non-canon ones.

  5. - Top - End - #5
    Bugbear in the Playground
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    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    The class doesn't seem to gain anything at 6th level. Can you plug that up?

  6. - Top - End - #6
    Orc in the Playground
     
    RogueGuy

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    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    First off, though I'm hardly one to talk when it comes to good formatting, your post would be much easier to read with more spacing and sub-headings.


    I feel like you've put a lot of work into Lovecraftian research and differentiating the different Old Ones, but possibly too much for your own good, in that you've come up with a lot of ideas that seem not to have a central theme. At the moment I'm not really sure what you intend the class to do. It doesn't have spell-casting, but it also has limited access to armour and can't use martial weapons, so it's not suited to fighting either.

    The class's central abilities should be defined at levels 1 and 2 (like Sneak Attack and Cunning Action for rogues, for instance). At level 1 you have the various Old One abilities, each very different from the others, with some being fairly weak (e.g. force one re-roll per day), and all of them limited in use. At level 2, you have Invocation, which is again limited in use. All classes have limited resources, of course, but they also get either improved basic attacks or cantrips so they have something else to do while not using those limited resources, and what that something is tells you whether the class is for fighting or magicking (or perhaps both). All your class can do is make basic attacks with simple weapons, which is why I'm not sure what you intend it to be good at.

    Let's try to give the class something to be good at. Invocation is clearly important - it tells me that you want the class to target constitution saves and debuff enemies - and Sacrifice is basically a reverse Invocation. My advice would be to give the class full spell-casting, plus a few varieties of Invocation they can use so many times per day, plus minor archetype features that come from the different Old Ones.

    If you want a martial class instead, give them something like natural weapons (tentacles or whatever) at level 1. Lovecraft is all about the body modification. Or they could use special sacrificial weapons with special properties. Either way, you could base them on Monk weapons - have the damage die increase as they level up and let them use them to make bonus attacks. They could also deliver unnatural attacks that drain enemies and effectively do what Invocation does now a limited number of times per day. But either way, you need a central idea for the class's abilities to be focused around.

    Just one more note: 'Invocation' is already used for a Warlock class feature, so you'll need to find a different word for the Invocation feature of this class.

  7. - Top - End - #7
    Dwarf in the Playground
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    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    Ok. I'll give them an extra Old One feature that grants a natural weapon (or maybe just a normal attack) and change Invocation to Incantation. I'll bold the features as well.

    As to not gaining anything at level 6, maybe I could set the weapon to improve at that level.

    I don't have time for all that right now, however. I have time to bold the things and change Invocation, but not add a new feature. Besides, I'm currently on the iPad.
    Quote Originally Posted by Prince Zahn View Post
    Sometimes it's easy to forget this isn't for 3.5 anymore #Shocking revelation.
    Binders are fun!
    My 5e Vestiges: Amon, Dahlver-Nar, Focalor, Primus, Marchosias, Halphax, and some other non-canon ones.

  8. - Top - End - #8
    Dwarf in the Playground
    Join Date
    Mar 2013

    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    Disadvantage on all saves for 2 rounds? That seems pretty broken. I mean charms/dominates, holds and entangles, you could pretty much kill most things if every melee attack is at an advantage and possible crit, every spell has a huge chance of succeeding and your target becomes unable to act...

  9. - Top - End - #9
    Dwarf in the Playground
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    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    Melee attacks wouldn't be advantages. THEY have DISADVANTAGE. Attacks against it aren't affected, because it is the ATTACKER, not the DEFENDER that makes a roll.
    Quote Originally Posted by Prince Zahn View Post
    Sometimes it's easy to forget this isn't for 3.5 anymore #Shocking revelation.
    Binders are fun!
    My 5e Vestiges: Amon, Dahlver-Nar, Focalor, Primus, Marchosias, Halphax, and some other non-canon ones.

  10. - Top - End - #10
    Pixie in the Playground
     
    WolfInSheepsClothing

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    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    Praise be unto cthulu!!!

  11. - Top - End - #11
    Ogre in the Playground
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    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    I'm only 2 years late but I'm making a homebrew campaign and this is one of the base classes for it. Meant to be polar to the paladin. This class is awesome and you are awesome, thanks for putting it out here.

  12. - Top - End - #12
    Pixie in the Playground
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    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    Quick Build
    You can make a cultist quickly by following these suggestions. First, make Charisma your highest score, followed by Constitution. Next, choose the sage background.
    Class Features
    Hit Points
    Hit Dice: 1d8 per cultist level
    Hit Points at 1st level: 8+ your Constitution Modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cultist level after 1st
    Proficiencies
    Armor: Light armor
    Weapons: All melee weapons
    Tools: None
    Saving Throws: Constitution, Wisdom
    Skills: Choose two from Arcana, Insight, Perception, Religion, Survival
    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a scholar’s pack or (b) a dungeoneer’s pack
    • Leather armor and two normal daggers, as well as one ceremonial simple weapon
    Level Proficiency Bonus Features Spells Known Slots Spell level:As warlock
    1st +2 Cult of the Old Ones ,Spells,Infectious Madness
    2nd +2 Incantation (1 use)
    3rd +2 Sacrifice (1 use)
    4th +2 Ability Score Improvement,Create Altar
    5th +3 Cult of the Old Ones feature
    6th +3 Psychosomatic Madness
    7th +3 Incantation (2 uses)
    8th +3 Ability Score Improvement
    9th +4 Sacrifice (2 uses)
    10th +4 Leaching Madness
    11th +4 -
    12th +4 Ability Score Improvement
    13th +5 Cult of the Old Ones feature
    14th +5 Incantation (3 uses)
    15th +5 -
    16th +5 Sacrifice (3 uses), Ability Score Improvement
    17th +6 Protection Magic
    18th +6 Incantation and Sacrifice (4 uses)
    19th +6 Ability Score Improvement
    20th +6 Cult of the Old Ones feature
    Cult of the Old Ones
    You are a worshipper of one of the Great Old Ones. At 1st level, you choose one of the following cults:Cult of the Thousand Masks (Nyarlathotep) The different cultss are detailed at the end of the class description
    Spellcasting
    At 1st level, you have learned to draw from the warping power of the Far Realm. Your magic is neither divine nor arcane,instead it is considered to be both divine and arcane for the purposes of targeting.
    Preparing and Casting Spells
    The CUltist table shows how many spell slots you have to cast your spells. To cast one o f your cultist spells of 1st level or higher, you must expend a slot o f the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list o f paladin spells that are available for you to cast, choosing from the cultist spell list When you do so, choose a number o f cultist spells equal to your Charisma modifier + half your cultist level, rounded down (minimum o f one spell). The spells must be of a level for which you have spell slots.
    Spellcasting Ability
    Charisma is your spellcasting ability for your Cultist since you spells, since their power derives from the strength of your convictions. You use your Charisma and whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier
    Infectious Madness
    At level 1 you gain one indefinite madness. For each indefinite madness you have,you have a a madness die. Each madness die is a d4. As an action,you may spend a madness die to give one creature within 30 ft of you a penalty to Charisma,Wisdom,or intelligence equal to the roll on the die,if they fall a Wisdom saving throw equal to your spell DC.. If you end a turn unconscious or take a rest with no madness die,you gain an indefinite madness and replenish all your madness dice. When you receive an indefinite madness this way,you don’t permanently fall unconscious. Instead you temporarily break from reality,and you fall unconscious for three days.
    Incantation
    You can call upon your Great One for aid in desperate times. Starting at level 2, you gain the power to force one creature within 30 feet to make Constitution saving throw against a DC of 8+ your proficiency bonus+ your Wisdom modifier. If they fail, they have disadvantage on all rolls for 2 rounds. You have one use of the ability, after which you need to take a long rest to use it again. You can use it twice between rests at 7th level, 3 times at 13th level, and 4 times at 18th level. In addition,you may use incantation in a specialized way according to your cult.



    Sacrifice:
    At level 3, when you target a creature with your ceremonial weapon, you can designate that creature as a “Sacrifice.” If you do, that creature receives a penalty to their AC equal to your wisdom modifier+your proficiency bonus,minimum 1. In addition ,if you kill a target that is affected by this on an altar,you may cast one ritual spell you know as a ritual without expending a spell slot. Next,if you sacrifice a creature on a altar to your god,you gain a benefit listed in your cult description. Finally if you sacrifice them with your cults incantation on them,you may either restore all of your spell slots or gain a benefit listed under the altar section of your cult
    Ability Score Improvement
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
    Create Altar:
    At 4th level,you can create an altar. When you create an altar,it is the target of an unhallow spell. In addition,you may cast any cult spells into the alta,this takes up a spell slotr. If it’s a beneficial spell,it gives a bonus to all cult members who touch it ,if it’s harmful,it targets all none cult members who touch it
    Psychosomatic Madness: At level 6th level,When you expend madness dice,you may expend two of them to give a creature any of the following conditions: Blinded,Deafness,Exhaustion (First level if not exhausted,next level of exhaustion if they have any levels of exhaustion) poisoned,or stunned,.

    Leaching Madness: At 14th level,when you expand madness dice you may expand three of them to apply a penalty to Strength,Constitution,or Dexterity

    Spell List
    1 Arms of Hadar,Charm Person,Detect Magic,Dissonant Whispers,Sleep,Tasha’s Hideous Laughter
    2 Crown of Madness,Detect Thoughts,Blindness/Deafness,Ray of Enfeeblement,Moonbeam,Silence
    3 Hunger of Hadar,Dispel Magic,Nondetection,Protection from Energy,Bestow Curse,Fear
    4 Blight,Compulsion,Confusion,Dimension Door,Evard’s Black Tentacles,Phantasmal Killer
    5 Anti Life Shell,Commune,Contact Other Plane,Dominate Person,Dream,Rary’s Telepathic Bond


    I’ll make one cult to demonstrate:
    Cult of the Thousand Masks
    1st Disguise Self, Dissonant Whispers 2nd Alter Self, Detect Thought 3rd Bestow Curse, Sending 4th Dominate Beast, Phantasmal Killer 5th Dominate Person, Geas


    Incantation:Nyarlathotep’s Will:Instead of giving the creature disadvantage on all rolls for 2 rounds,the target must make a save equal to the on detailed in Invocation. If they fail,they are Charmed for 5 rounds.
    Altar Sacrifice Assume Mask:You may change form to the victim ,as the Disguise Self spell cast at your level ,but you have the memories of the victim

    Incantation Sacrifice:Collection of Mask: You may permanently assume the form of the being you sacrificed,and you have access to their memories. In addition,you may change between forms as a reaction.

    Inscrutable Mask: Whenever someone attempts to communicate telepathically with you or otherwise touch your mind, they must make a Wisdom saving throw (DC 8+ your proficiency bonus+ your Wisdom modifier). If they fail, it doesn’t work.

    Nyarlathotep’s Guile: At 5th level, you can use suggestion once per 10 minutes.

    Blood of Chaos: Starting at 13th level, you gain the ability to use polymorph once every 5 round

  13. - Top - End - #13
    Ogre in the Playground
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    confused Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    this one just seems overly complex to me. What's with all the different dice and being unconscious for three days?

  14. - Top - End - #14
    Pixie in the Playground
     
    DruidGuy

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    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    Finally, I have found a class that shows that Cthulhu and the Great Old Ones as who they truly are, not a bunch of "emo squids" as my friends call them!

  15. - Top - End - #15
    Ogre in the Playground
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    Default Re: Cultists of the Ancient Ones: A 5th edition H.P. Lovecraft Class

    Sure would like to know what protection magic means though
    Last edited by Hypersmith; 2017-06-11 at 03:36 AM.
    The moon sees nothing of this. She is bald and wild.
    And the message of the yew tree is blackness - blackness and silence.

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