Fanatics and Faithful
Faithful Followers of the Occult or Divine
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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 |
Knights | Champions Bound by Armor and Oaths | Knight, Knight of the Realm, Questing Knight, Paragon Knight |
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 20 (Plate Armor, Shield) 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 +10, Medicine +10, Perception +10
Senses Passive Perception 20
Languages Common
CR 12 (8,400 XP; PB +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
Shield Slam. The priest shoves a creature within 5 feet. It must make a DC 18 Strength save or be pushed up to 5 feet and fall Prone.
Heroism (2/day). The priest inspires another friendly creature within 60 ft, granting it 30 temporary hit points. While those temporary hitpoints are active, the creature has advantage on saving throws and is immune to being frightened or charmed.
Reactions
Death Ward (1/day). When a creature within 30 feet of the priest takes damage that would reduce it to zero hit points, the priest can use its reaction to instead set that creature's hit points to 30.
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
Stench of Death. Any creature that starts its turn within 10 feet of the cultist must make a DC 14 Constitution saving throw or become Poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the cultist's stench for 24 hours.
Actions
Multiattack. The cultist makes three Deathly Ray attacks. It may replace two attacks with a use of its Nightmarish Visions or Spellcasting.
Deathly Ray. Ranged Spell Attack: +8 to hit, range 90ft., one target. Hit 19 (4d6 + 5) necrotic damage.
Nightmarish Visions (Recharge 5-6). The cultist targets a creature that it can see within 30 feet and forces it to confront its deepest fears. The target must succeed on a DC 14 Wisdom save or become Frightened of the cultist for 1 minute (save ends at end of turn). While frightened in this way, the creature gains Bleeding [10 (3d6) psychic]. A bleeding creature suffers 10 (3d6) ongoing psychic 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
Bonus Actions
Indoctrination (1/day). If the cultist missed an attack, it can instead cause that attack to hit and deal an additional 2d4 necrotic damage.
Knights
Champions Bound by Armor and Oaths
Knights are elite warriors sworn to serve a cause greater than themselves. Many serve monarchs, faiths, or noble houses, while others pursue their own ideals. They are trained from youth in the arts of war, steeped in honor, and armored for battle. Whether rallying troops, dueling for glory, or riding into battle under sacred banners, knights blend martial skill with purpose.
Most are cavalry soldiers, but not all knights ride Warhorses. Some fight on foot or from the backs of exotic beasts such as a Griffon. A knight may command soldiers, uphold ancient codes, or seek redemption on a perilous quest. At higher ranks, knights swear divine oaths that grant them miraculous powers fueled by faith, conviction, or zeal.
Discover knight statblocks and tactics or check out an example knight statblock, the Knight of the Realm.
Knight of the Realm
Summoned with Foe FoundryMedium Humanoid (Knight)
AC 18 (Plate Armor) Initiative +4 (14)
HP 110 (17d8 + 34)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +7 |
Dex | 12 | +1 | +1 |
Con | 14 | +2 | +5 |
Mod | Save | ||
---|---|---|---|
Int | 12 | +1 | +1 |
Wis | 17 | +3 | +6 |
Cha | 15 | +2 | +5 |
Skills Athletics +7, Perception +6, Persuasion +5
Immunities Charmed, Frightened
Senses Passive Perception 16
Languages Common
CR 6 (2,300 XP; PB +3)
Actions
Multiattack. The knight makes three Blessed Blade attacks. It may replace two attacks with a use of its Pommel Strike, Stay in Formation, or Spellcasting.
Blessed Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 3 (1d6) radiant damage. On a hit, the target has disadvantage on attack rolls against any other creature until the end of its next turn.
Pommel Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) bludgeoning damage. On a hit, the target must make a DC 13 Constitution saving throw or become Dazed until the end of its next turn. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions.
Stay in Formation (Recharge 5-6). The knight issues a command to all allied creatures within 30 feet. Creatures who can see or hear the knight can use their reaction to move up to half their speed without provoking opportunity attacks.
Spellcasting. The knight casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
1/day each: Lesser Restoration, Command (3rd), Cure Wounds (3rd)
Bonus Actions
Divine Smite (1/day). Immediately after hitting a target, the knight forces the target to make a DC 15 Constitution saving throw. On a failure, the target is Burning [11 (2d10) radiant]. A burning creature suffers 11 (2d10) ongoing radiant damage at the end of each of its turns. A creature may use an action to end the condition.