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CULT OF GLASYA
Goals: Power gained by turning a system against itself,yielding power that isn't only absolute but legitimateon a cultural and legal
basisTypical Cultist: Bandit
, bandit captain, cult fanatic, cult-ist, knight, noble, spy, thugSignature Spells: Friends (cantrip), charm person
(1stlevel), invisibility (2nd level), haste (3rd leve
l)As an expert in finding loopholes and exploiting the
lawfor her own good, Glasya is a patron of thieves and
othercriminals, especially
corrupt nobles. Her influence issupposed to strengthen family bonds, but she
has takena liberal interpretation of that and offers gifts
that canbe turned against family members.Goblins
who risk insurrection against their hobgoblinmasters
make pacts with Glasya, as do kenku who formcriminal
gangs.Glasya grants the Step into Shadows
tra it. Cult lead-ers can also gain the Infernal Ring
Leader trait.Step into
Shadows (Recharges after a Short or Long Rest).As an action, this creature, along with any
t hing it is wearingand carrying, magically becomes invisible
until the end of itsnext turn.Infernal Ring
Leader. As a reaction when this creature is hit byan attack, it can choose one ally it can see within
S feet of itand cause that ally to be hit by that attack
instead.CULT OF LEVISTUS
Goals: Survival and eventual revenge
against those whowrong themTypical
Cultist: Assassin, bandit captain , cult fanatic,cultist, mage, noble, spy, thugSignature Spells: Blade ward
(cantrip), expeditiousretreat (1st level), spider climb
(2nd level), gaseousform (3rd level)Levistus
has no cult in the traditional sense. Instead,he offers
favors to those who are desperate to escape aseem
ingly inevitable fate.Drow are sometimes worshipers
of Levistus, as theircruel society often pushes them
into situations they feelthey can't escape.WHY DEVILS WANT CULTSFor all their might, most devils are effectively trapped inthe Nine Hells. While other
planar creatures use magic tomove between planes,
devils require either a portal theycan physically
walk through or a summoning conducted byan entity
on a distant plane. They have little will in deter-mining
where they can go.Because of this restriction, on
the Material Plane mostdevils work through cults. Cu
lts typically consist of folkwho have used rituals
to contact devils and pledge theirsouls to them in
return for power. The Lords of the Ninedrive most
of the soul trade, and the gifts they can offerare determined by Asmodeus's decrees.CHAPTER
I I THE BLOOD WARLevistus usually grants those who
pledge their soulsto him a single chance to escape from danger, but somecunning folk strike a deal with Levistus, pledging theirsouls to him in return for escape at a future date. Thisboon takes the form of the
Path of Levistus trait.Path of Levistus. This creature magically
teleports to a locationof Levistus's choice within l mile of its location. Using thisa bility also restores all of the creature's hit points. This abilitycan be invoked as an action
by the c reature or when the crea-ture would die. Once t
he c reatu re uses it , the creature can'tuse it again.CULT O F MAMMON
Goals: Wealth, secured
not only to promise personalcomfort and power but
to deny wealth and its benefitsto others.Typical Cultist: Bandit, bandit captain, cult fanatic,
cult-ist, noble, spy, thugSignatur e Spells: Mending (cantrip), Tenser
's floatingdisk (1st leve
l), arcane lock (2nd level), glyph ofwarding
(3rd level)Mammon's greed overwhelms
everything else. Hedeals with mortals who desire material wealth and
pro-vides them with the ability to spread that greed
like aninfection.The greedy
duergar and even some dragons are proneto falling prey
to Mammon's temptations, and merchantsand trade
guilds are vulnerable to his bargains.Mammon's cultists can gain the Grasping
Hands trait.Cult leaders can also gain the Prom
ise of Wealth trait.Grasping Hands
(Recharges after a Short or Long Rest). As abonus action, this creature makes a Dexterity
(Sleight of Hand)check
contested by the Wisdom (Insight) check of a creature itcan
see within 15 feet of it. If this creature succeeds, one hand-held item of its choice that it can
see on the target magicallyteleports to its open hand. The item can't be one that the tar-get is holding, and it must weigh no more than 10 pounds.Promise of Wealth (Recharges after a Short
or Long Rest). Asa bonus action, t his creature chooses
one creature it can see.Up to five allies of its choice become convinced that the targetcarries great wealth. Until the end of this creature's next turn,those allies gain advantage
on all attack rolls against the target.C ULT OF MEPHISTOPHE LE S
Goals: Magical skill and power, backed with the will touse it to crush rivalsTypical Cultist: Archmage, cult fanatic, cultist,mage, priestSignature Spells:
Fire bolt (cantrip), burning hands (1stlevel), flaming
sphere (2nd level), fireball (3rd level)As a master of the arcane
arts, Mephistopheles findseager recruits among those who s tudy magic. Any mon-sters that use spells, such as storm giants and oni, mightfollow him, and wizards' guilds and conclaves of
sagesare the most like
ly to come under his influence.Mephistopheles's
cultists can gain the Spell Shieldtrait. Cult leaders
can also gain the Spell Leech trait.Spell Shield. This creature gains advantage on saving throwsagainst spells. If it succeeds
on such a saving throw, it gainstemporary hit po
ints equal to the spell's level.