10 Powers for Cultists, Fanatics, & False Prophets

Looking to add some unholy flair to your next TTRPG encounter? Whether you’re running a hidden death cult, a heretical preacher, or a zealot-filled dungeon, these 10 cultist powers bring fear, flavor, and fanaticism to the table. Besides the powers, there are also Cultist Encounters to inspire your next dark ritual encounter.

Pyramid Scheme

Traits

Pyramid Scheme. If another Cultist died last turn, then the cultist has advantage on d20 tests.

What's the easiest way to rise to the top in a cult? Why, if your competition was just slain by adventurers. Hurray, a battlefield promotion!

The Pyramid Scheme power is a great way to showcase the ruthlessness and power-seeking behavior of cultists. For added flavor, the surviving Cultist can even thank the PC who killed the other cultist.

Sacrificial Pawns

Traits

Sacrificial Pawns. When the cultist dies, if there is another higher-CR cultist within 60 feet, then that cultist gains temporary hit points equal to its CR.

Once you've made it to the top of the cult, the best way to stay there is to be sure that your underlings are so committed to you, or the cause, that they're willing to die for you.

Sacrificial Pawns encourages you to create encounters with a high-CR Cult Grand Master surrounded with a small army of Cultist cannon-fodder.

Indoctrination

Bonus Actions

Indoctrination (1/day). If the cultist missed an attack, it can instead re-roll the attack roll and deal an additional 1 necrotic damage.

All you've heard for months now is the infallible teachings of the Cult Grand Master. Now you've been ordered to deal with those pesky meddlers trying to stop the ritual. Any Cult Fanatic worth their salt wouldn't dare miss, right?

The Indoctrination power highlights the power of mind over matter. Mechanically, it also means you can have a swarm of low-CR Cultists still present a somewhat meaningful threat against a mid-tier party due to the advantage-like ability.

Protection

Reactions

Protection. When an ally within 5 feet is targeted by an attack or spell, the golem can make themselves the intended target of the attack or spell instead.

Dear Leader is under attack! Protect her no matter what!

Protection is a classic power that really helps to make a good boss encounter. Players are trained to focus-fire the boss, and Protection is a great way to keep the encounter interesting. It's also important that this ability is a reaction on the low-CR creature, which protects the boss's reaction economy.

In Tier 1, you can create an encounter with a Cult Fanatic and 6 Cultists who each have Protection. In Tier 2 you can use a Cult Grand Master with dozens of Cultists and a handful of Cult Fanatic lieutenants, each with the Protection power. In Tier 3, you can use the Cultist Exarch with a Cult Grand Master underling and an army of Cult Fanatics and Cultists.

Fanatic Followers

Traits

Fanatic Followers. Whenever the knight would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the knight. The ally is hit by the attack instead. If the ally is killed by this attack, then the knight gains 10 temporary hp.

Initiates, form up!

Fanatic Followers is another great power to add to your boss. Since killing the minion actually empowers the boss, this motivates smart players to first pick off the minions before targeting the boss. This gives your boss encounter some more breathing room before the boss gets nuked down.

Reject Divinity

Reactions

Reject Divinity. When a creature the ghost can see within 30 feet regains hit points from a Divine source, the ghost reduces the number of hit points gained to 0 and the ghost instead deals 7 (2d6) necrotic damage to that creature.

Your Dead Gods hold no sway here!

Reject Divinity is a nasty surprise for the party just waiting to happen. When it does trigger, be sure to have the cult leader gloat and emote some sort of line to give the players a hint that it's specifically Divine magic that is negated. Potions, primal magic, healer's kits, etc. are all fair game.

Commanding Presence

Bonus Actions

Commanding Presence. The vampire chooses up to five creatures it can see within 60 feet and attempts to magically compell them to grovel. The creatures must make a DC 14 Wisdom save or be affected as by the Command spell. A creature that saves is immune to this effect for 24 hours.

Kneel before The Most Enlightened and Pure One

A Cultist Grand Master had to convince a lot of people to follow them. The Commanding Presence power highlights the raw force of will or magnetism that the cult leader possesses.

Mental Summons

Bonus Actions

Mental Summons. The wizard targets a creature with an Intelligence score greater than 3 within 120 feet. The target makes a DC 15 Wisdom saving throw. On a failure, it uses its reaction to move up to its speed towards the wizard by the shortest route possible, avoiding hazards but not opportunity attacks. This is a magical charm effect.

Attend me, servant!

Mental Summons is another way to show off the commanding personality of a cult leader.

Grovel and Beg

Reactions

Grovel and Beg (1/day). If the goblin is Bloodied and becomes the target of a spell, ability, or attack, then it falls Prone and begs pitifully. If the source of the attack, spell, or ability is within 30 feet, it must make a DC 11 Wisdom saving throw. On a failure, it must change the target of the spell, ability, or attac. This counts as a Charmed effect.

Wait, wait! I didn't mean to join the Cult of the Everlasting Night, I just got swept up in it... please don't kill me!

Grovel and Beg is a fun way to show that not all cultists are true believers. Some are opportunists just out for themselves.

Bestow Curse

Actions

Bestow Curse (Recharge 5-6). The ghost magically curses a creature that can hear it within 30 feet. The creature must succeed on a DC 12 Wisdom save or suffer the effects of the Bestow Cursec spell as if it were cast at third level (duration 1 minute), no concentration required.

What's more classic than a bunch of eerie cultists cursing the PCs for interrupting their ritual?


Running a False Prophet

The False Prophet is a particularly dangerous type of cult leader. ot all cult leaders rave about the end times while waving a sacrificial dagger. Some embed themselves into respectable religious institutions.

In a dark fantasy setting where the gods are distant, unknowable, or possibly nonexistent, faith becomes a weapon in the hands of a charismatic leader.

A False Prophet may:

  • Claim visions from a long-dead Saint and interpret them for political or personal gain.
  • Channel real healing or radiant power, without knowing (or caring) who answers the call.
  • Preach a doctrine that sounds noble, while guiding their followers into heresy and violence.
  • Prophesize an apocalypse that they themselves orchestrate behind the scenes.

Mechanically, a False Prophet is a perfect fit for the Cult Grand Master or an Archpriest with powers like:

A False Prophet thrives on narrative ambiguity. Let them perform a miracle that’s just plausible enough to be real. Let players debate whether they’re facing a heretic, or a misunderstood saint.


Try These Powers Out

Want to see these powers in action? The Foe Foundry Generator lets you summon the perfect fanatical Cultists and Priests for your upcoming game.

Here's an example of the Cultist Grand Master:

Cultist Grand Master

Summoned with Foe Foundry

Medium Humanoid (Cultist)

AC 16 (Unholy Armor) Initiative +6 (16)

HP 150 (20d8 + 60)

Speed 30 ft.

Mod Save
Str 13 +1 +1
Dex 15 +2 +2
Con 16 +3 +3
Mod Save
Int 12 +1 +1
Wis 15 +2 +6
Cha 20 +5 +5

Skills Religion +5, Deception +9, Persuasion +9

Senses Passive Perception 12

Languages Common

CR 10 (5,900 XP; PB +4)

Traits

Fanatic Followers. Whenever the cultist would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the cultist. The ally is hit by the attack instead. If the ally is killed by this attack, then the cultist gains 20 temporary hp.

Actions

Multiattack. The cultist makes four Ritual Dagger attacks. It may replace two attacks with a use of its Ray of Enfeeblement or Spellcasting.

Ritual Dagger. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) piercing damage and 7 (3d4) necrotic damage.

Ray of Enfeeblement (Recharge 5-6). The cultist shoots a black beam of energy toward a creature it can can see within 60 feet. That creature must succeed on a DC 17 Constitution save or take 24 (7d6) necrotic damage. On a success, the creature takes half damage. On a failure, the creature is also Poisoned for 1 minute (save ends at end of turn). While poisoned in this way, the creature is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws. A creature that is immune to Exhaustion cannot be Weakened.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17):

1/day each: Command (4th), Hold Personc (4th), Flame Strike, Mass Cure Wounds

Reactions

Reject Divinity. When a creature the cultist can see within 30 feet regains hit points from a Divine source, the cultist reduces the number of hit points gained to 0 and the cultist instead deals 14 (4d6) necrotic damage to that creature.

Ready to bring your cult to life? Summon your first monster now and see what dark miracles await.

Summon your own Cultist Grand Master

Looking for advice on how to run Faith and Religion in a low fantasy settings where the gods are distant?