This mod adds Cultist as a playable class. When an evil Cleric or a Warlock just doesn't hit the spot for a truly forbidding Witch archetype, or a Lovecraftian cultist of the Great Old Ones.
[[old version - please use v152]]
The Cultist
"Through ancient rituals and sacrifice, the Cultist earns the attention of damned spirits and Outsiders,
and is drawn inevitably into the service of the dark gods"
The dark cultist has existed throughout the various editions of D&D as a plot device. If they are given a class in supplements that use them, it will generally be an evil Cleric or a Warlock. This works for some kinds of cultist, and you could use an evil Druid as another possible route. But none of these really hits the spot (IMO) when it comes to the truly forbidding Witch archetype, or the Lovecraftian cultists of the Great Old Ones. These individuals aren't heroes, and manifest as something a lot more rough and unrefined.
For all practical purposes the Cultist is a Cleric, however they are more likely to be self-made than to be the product of a temple cloister or church. The Cultist's tendency for exploiting dark forbidden magic makes them similar to the Warlock and Wizard, however they deal in what BG3 calls Shadow Magic, and are limited in the kinds of spells available to them.
The Cultist is a roleplaying class, as their alignment would be non-good; usually evil, chaotic (or both). They are not a social creature, definitely not the 'face' of a party, and prefer to work with their own conjured minions. Manipulating a more socially-capable hireling to deal with others is likely the only way they could parade around Faerun without being shunned - or worse!
Abilities
The primary attribute for the Cultist is Wisdom, which is also used for their spellcasting ability. Their secondary attribute is Dexterity, for similar reasons that Wizards use it. The initial suggested default schema is:
Strength: 10, Dexterity: 15, Constitution: 13, Intelligence: 12, Wisdom: 17, Charisma: 8
Class Features
The primary class features of the Cultist are disciplines which concern their spell casting abilities:
Wisdom Casting: You use your Wisdom as the primary ability for casting spells.
Domain Spells: You gain spells from your domain. They are always prepared.
Dark Gnosis: You gain Shadow Spell Slots, which are restored on a long rest.
However, true dark cultists are created by unique life experiences, and what they learn is not presented in the same way as a normal profession, so certain abilities will only be obtained when starting the Cultist as a new character, and the below won't appear when multiclassing into Cultist:
Malefic Birth: This character's traumatic early life has made them resistant to Psychic damage.
Hexed Flesh: Warding glyphs were etched into your skin. While not wearing armor, you add your Wisdom modifier to your Armor Class.
Proficiencies: Daggers, Short Swords, Scimitars, Spears, Quarterstaves, Light Armor, Shields.
Skills
Cultists may invest in Arcana, Deception, History, Insight, Medicine, Perception, Persuasion, Religion, SleightOfHand, Survival, and Stealth as their Skills with Proficiency.
Progression
Although the Cultist is limited in the maximum spell level they can cast (IV), their available spell slots advance a bit more aggressively than a Wizard. Available Cantrips and spells are restricted to those in the lists below, however additional unique Domain spells are learned at appropriate levels. Divinity Charges are gained from lvl 2 onward, and the Cultist will acquire a total of five of them by level 11.
Level 1
Dark Gnosis: two lvl 1 slots
Spells: Choose 3 Cantrips and 3 Level 1 spells.
Level 2
Divinity Charges: +1
Dark Gnosis: one lvl 1 slot
Spells: Choose one additional spell, and you may trade an existing spell for a different one.
Level 3
Divinity Charges: +1
Dark Gnosis: one lvl 1 slot, two lvl 2 slots
Spells: Choose one additional spell, and you may trade an existing spell for a different one.
Divinity Actions: Control Undead, Stark Horror
Passive: Darkvision
Domain Spells: Darkness, Silence
Level 4
Dark Gnosis: two lvl 2 slots
New Feat: Standard feats list
Level 5:
Cantrip: (Doom Bolt gains one extra bolt per cast)
Dark Gnosis: two lvl 3 slots
Divinity Actions: Conjure Shadow Wraith
Passive: Sacrificial Offering (When you kill an enemy, nearby allies gain temporary hit points equal to your Wisdom modifier).
Domain Spell: Speak with Dead
Level 6
Divinity Charges: +1
Dark Gnosis: two lvl 3 slots
Cantrip: Choose an additional Cantrip
Spells: Choose one additional spell, and you may trade an existing spell for a different one.
Divinity Actions: Shield of Darkness, Psionic Visage
Level 7
Dark Gnosis: one lvl 4 slot
Spells: Choose one additional spell, and you may trade an existing spell for a different one.
Domain Spells: Hideous Mantle, Terrible Black Void
Level 8
Dark Gnosis: one lvl 4 slot
Spells: Choose one additional spell, and you may trade an existing spell for a different one.
Passive: Superior Darkvision
New Feat: Standard feats list
Level 9
Divinity Charges: +1
Spells: Choose one additional spell, and you may trade an existing spell for a different one.
Divinity Actions: Gaze of Doom, Dark Lance
Level 10
Cantrip: Choose an additional Cantrip (Doom Bolt gains one extra bolt per cast)
Spells: You may trade an existing spell for a different one.
Passive: Blackest Wisdom: you are anointed as a sentinel of Wisdom, and have Advantage on all Wisdom saving throws. Wisdom is increases by 1, to a maximum of 20.
Level 11
Chanel Divinity Charges: +1
Spells: You may trade an existing spell for a different one.
Divinity Actions: Black Hole
Domain Spells: Dethrone
Level 12
Spells: Choose one additional spell, and you may trade an existing spell for a different one.
New Feat: Standard feats list
CantripsDoom Bolt, Guidance, Blade Ward, Resistance, Minor Illusion, Produce Flame, Mage Hand
Available Spells:
Level 1: Bane, Charm Person, Command, Cure Wounds, Curse of Regret, Dark Miasma, Dissonant Whispers, False Life, Find Familiar, Fog Cloud, Inflict Wounds, Jump, Ray of Sickness, Sleep.
Level 2: Blindness, Calm Emotions, Cloud of Daggers, Crown of Madness, Enthrall, Hold Person, Invisibility, Mirror Image, Phantasmal Force, Prayer of Healing, Ray of Enfeeblement, Shatter, Warding Bond.
Level 3: Animate Dead, Bestow Curse, Gaseous Form, Fear, Slow, Hypnotic Pattern, Remove Curse.
Level 4: Blight, Confusion, Dimension Door, Greater Invisibility, Guardian of Faith (necrotic damage), Ice Storm, Phantasmal Killer.
Starting EquipmentSorcerer's robe, Gith shortsword, other items are the usual standard stuff.
Requirements
5e Spells, ImprovedUI, Vlad's Grimoire - Spell VFX Library
Installation
Add with BG3 Mod Manager
*Ensure that Vlad's Grimoire and 5e spells and above this mod in the load order.