Fanatics and Faithful¶
Need tips for how to run religion and faith in your RPG? The default lore of Foe Foundry is a Low Magic Setting where divine beings do not directly communicate with mortals. If you run a setting where the gods are known to exist and actively intervene in the Mortal Realms then you can easily modify the lore to include direct involvement by the Gods. But it is much more difficult to remove the Gods from the Machine, so the lore is presented here with the least assumptions being made about your setting.
Statblock Type | Description | Examples |
---|---|---|
Priests | Faithful Instruments of the Divine | Acolyte, Priest, Archpriest |
Cultists | Worshippers of the Occult and Forbidden | Cultist, Cultist Fanatic, Death Cult Grand Master |
Priests¶
Faithful Instruments of the Divine
Priests are those rare mortals who find themselves as conduits to the Divine; through faith, perseverance, belief, or unusual circumstances.
The Distant Gods are silent and unknowable. Miracles are rare and mysterious. No priest can say for certain the true source of their power. Does it flow from a God, a Saint, or something more mysterious or sinister still?
What they do know is that their belief has power. The devout whispers, prayers, and rituals that Priests dedicate their lives to do sometimes lead to miracles. When the needy cry out, sometimes a light does come to their aid. Most priests find that belief on its own is difficult to wield, and find comfort in a rigid orthodoxy and ideology that enables them to manifest the power of their beliefs into tangible miracles.
There is no single road to becoming a conduit to the divine. Priests may be solitary mystics, village healers, war-chaplains, or archpriests leading massive temples. Some being their journeys with visions, and others with tremendous grief. For some Priests, the divine can be found through meditation, while others find it in compassionate or selfless service.
Explore priest statblocks and divine lore or check out an example priest statblock, the Archpriest.
Archpriest
Summoned with Foe FoundryMedium Humanoid (Priest)
AC 18 (Plate Armor) Initiative +5 (15)
HP 178 (21d8 + 84)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 17 | +3 | +7 |
Dex | 12 | +1 | +1 |
Con | 18 | +4 | +8 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +5 |
Wis | 22 | +6 | +10 |
Cha | 12 | +1 | +1 |
Skills Religion +5, Insight +14, Medicine +14, Perception +10
Senses Passive Perception 20
Languages Common
CR 12 (8,400 XP; PB +4)
Traits
Armor Master. The priest reduces the amount of bludgeoning, piercing, and slashing damage it receives by 4.
Actions
Multiattack. The priest makes three Radiant Flame attacks. It may replace two attacks with a use of its Spellcasting.
Radiant Flame. Ranged Spell Attack: +10 to hit, range 90ft., one target. Hit 24 (4d8 + 6) radiant damage.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18):
1/day each: Dispel Evil and Goodc, Dispel Magic (5th), Flame Strike, Greater Restoration, Mass Cure Wounds, Heal, Resurrection
Bonus Actions
Warding Bond (1/day). The priest forms a bond with a willing creature within 30 feet. Both the priest and the target gain a +1 bonus to AC and resistance to all damage. Whenever the priest or target takes damage, the other takes the same amount of damage.
Encouragement (3/day). The priest encourages another creature within 60 feet. The chosen creature gains 30 temporary hitpoints and may repeat a saving throw against any negative condition affecting them, ending that condition on a success.
Cultists¶
Worshippers of the Occult and Forbidden
Cultists are driven by devotion. Cults dedicate themselves towards powers or entities deemed unnatural, heretical, taboo, or alien. To others, these beliefs would be considered dangerous and unnatural, but to their own, they are seekers of forbidden truth.
Where Priests seek structure and hedge their prayers in rigid symbols and scripture, Cultists plunge headlong into devotion, pledging themselves to their cause.
Cults usually center around a singular leader who commands the absolute loyalty of all its members - a prophet, possessed oracle, or heretical priest. These leaders interpret the will of the cult's enigmatic patron and hold the loyalty of their followers through charisma or manipulation.
Many cultists are driven by ambition. They offer blood, loyalty, or sanity in exchange for power and miracles denied to them by the traditional belief systems. Some genuinely believe they are chosen to herald a great new age, while others simply seek power in exchange for service. Many cultists fall into a cult through desperation or isolation. To them, the cult offers meaning and belonging where society offers none. After all, the gods are distant and unknowable, so who is to say their faith is misplaced?
Cultists often claim their patrons are no more dangerous than the so-called “saints” of old. They ask: if a priest draws miracles from a silent god, and a cultist draws power from a whispering one, who is the true blasphemer? When power flows, and the gods remain silent, does it matter what name you cry out in the dark?
Check out more Cultists lore and statblocks or take a look at this example Death Cultist:
Death Cultist
Summoned with Foe FoundryMedium Humanoid (Cultist)
AC 16 (Unholy Armor) Initiative +5 (15)
HP 135 (18d8 + 54)
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 | +5 |
Cha | 20 | +5 | +5 |
Skills Religion +4, Deception +8, Persuasion +8
Senses Passive Perception 12
Languages Common
CR 8 (3,900 XP; PB +3)
Traits
Curse of Vengeance. Whenever a creature hits the cultist with an attack it must make a DC 14 Charisma saving throw. On a failure, the creature becomes Cursed with a curse of vengeance. Whenever a cursed creature hits the cultist with an attack, it takes 3 necrotic damage for each creature suffering the curse.
Actions
Multiattack. The cultist makes three Deathly Ray attacks. It may replace two attacks with a use of its Spellcasting.
Deathly Ray. Ranged Spell Attack: +8 to hit, range 90ft., one target. Hit 19 (4d6 + 5) necrotic damage. On a hit, the target gains Bleeding [10 (3d6) necrotic]. A bleeding creature suffers 10 (3d6) ongoing necrotic damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):
1/day each: Command (4th), Hold Personc (4th), Flame Strike, Mass Cure Wounds
Reactions
Just A Scratch (1/day). When the cultist is reduced to 70 hit points, it roars in defiance and gains 35 temporary hitpoints. While those temporary hitpoints are active, the cultist has advantage on all attack rolls and saving throws.