Cabalist

by Jortakk

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Cabalist

Unable to contain their anger, a goliath roars a promise to their patron, their body fueled by demonic magic, and leaps into battle in a frenzy.

Quietly, a human whispers to their patron, hoping to unveil the secrets they have so looked for after all their years of servitude.

Curled in the fetal position, a tortured and blighted soul mumbles thanks to their patron for the wretched life they been granted.

Cabalists are devoted subjects of their patron. Whereas a warlock might strike a deal with an otherworldy entity, a cabalist fervently prays to these beings in hopes of any glimmer of power their patron is willing to share. Such beings include devils or demons, as well as powerful fey, alien entities of the far realms, or angelic creatures that serve a higher purpose.

Drawn in Through Desperation

Cabalists are driven by the emotions that tie them to the patron they worship. These patrons draw in followers by tempting them with vague promises of power and providing the means to fulfill their dreams, whether they follow through with them or not. Their followers' emotions, prayers and actions in turn fuel their being and further their patron's reach and influence.

Zealous Defenders

A Cabalist first and foremost fights for their ideals and their patron. Depending on their goals this usually guides them onto the path of the adventurer. Like their patron, a cabalist tries to draw in others into their faction, speaking only of praises and potential. This more often than not puts them against those of other religious persuasions, but it is not uncommon for cabalists to hide their true nature from the masses until the time is right.

Creating A Cabalist

When creating a cabalist character, think about your character strives for, and how that aligns with your choice for the otherwordly entity you worship. Do you seek revenge and are fueled by anger? Do you wish to partake in all the luxuries the world has to offer, and are tempted by the pleasure it brings? Are you hellbent on discovering certain singular truths, and strive for wondrous revelation? Or do you believe yourself a stalwart champion, and spend every waking minute defending those in need?

The Cabalist
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Communes Known Fervent Blessings
1st +2 Blasphemous Icon, Pact Magic 2 2 1 1
2nd +2 Cabalist Adherent, Fervent Commune 2 2 1 1 2 1
3rd +2 Channelled Rites 2 3 2 1 2 1
4th +2 Ability Score Improvement 2 3 2 1 2 1
5th +3 Extra Attack 2 4 2 2 3 1
6th +3 Shared Fervour 2 4 2 2 3 1
7th +3 Adherent Feature 2 5 2 2 3 1
8th +3 Ability Score Improvement 2 5 2 2 3 1
9th +4 2 6 2 3 3 1
10th +4 Ritual Adept 3 6 2 3 4 2
11th +4 Adherent Feature 3 7 2 3 4 2
12th +4 Ability Score Improvement 3 7 2 3 4 2
13th +5 3 8 2 4 4 2
14th +5 Ritual Savant 4 8 2 4 5 2
15th +5 Adherent Feature 4 9 2 4 5 2
16th +5 Ability Score Improvement 4 9 2 4 5 2
17th +6 4 10 2 5 5 2
18th +6 Ritual Master 4 10 2 5 6 3
19th +6 Ability Score Improvement 4 11 2 5 6 3
20th +6 Adherent Feature 4 11 2 5 6 3

Quick Build

You can make a cabalist by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Strength. Second, choose the haunted one background.

Class Features

As a cabalist, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per cabalist level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per cabalist level after 1st

Proficiencies


  • Armor: Light armour, medium armour, shields
  • Weapons: Simple weapons, scimitars, shortswords, tridents, whips
  • Tools: Choose one from jeweler's tools or woodcarver's tools

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Perception, Persuasion, Religion, Sleight of Hand, or Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a scimitar and a shield or (b) two scimitars
  • (b) five javelins or (b) a shortbow and a quiver of 20 arrows
  • (b) a priest's pack or (b) an explorer's pack
  • (c) scale mail, a dagger and your blasphemous icon

Blasphemous Icon

At 1st level, you come into the possession of a icon, such as an amulet, idol, or other bauble with the motif of the otherwordly being you worship. You can grasp this object as an action and create one of the following effects:

  • You instantaneously light or snuff out a candle, a torch, or a small campfire within 10 feet of you.
  • You make a colour, a small mark, or a symbol appear on an object or a surface within 10 feet of you for 1 hour.
  • The icon emits your choice of an odour or indistinct verbal sound (whispers, chanting, laughter, or the like) for 10 minutes. The chosen phenomenon is perceivable up to 10 feet away.
  • Within 10 feet of the icon, bright light becomes dim light and dim light becomes darkness for 10 minutes.

You can only have one non-instantaneous effect at a time, and you can dismiss such an effect as an action. At the end of a short or long rest, if the icon is destroyed or lost, you can create a new one if you have jeweler's tools or woodcarver's tools with you that you are proficient with.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the cabalist spell list. You learn additional cabalist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cabalist table.

Spell Slots

The Cabalist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your cabalist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the Cabalist spell list.

The Spells Known column of the Cabalist table shows when you learn more cabalist spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 5th level, for example, you learn a new cabalist spell, which can be 1st, or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the cabalist spells you know and replace it with another spell from the cabalist spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your cabalist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cabalist spell you cast and when making an attack roll with one.


                    Spell save DC = 8 + your proficiency bonus +

                                    your Charisma modifier


            Spell attack modifier = your proficiency bonus +

                                    your Charisma modifier

Ritual Casting

You can cast any cabalist spell as a ritual if that spell has the ritual tag and is of a level no higher than what's shown in the Cabalist table's Slot Level column for your level. You don't need to know the spell.

Spellcasting Focus

You can use an arcane focus or your blasphemous icon as a spellcasting focus for your cabalist spells.

Cabalist Adherent

At 2nd level, the otherwordly being you worship has recognised your devotion, and grants you certain features. It grants you additional features at 7th level, 11th, 15th level, and 20th level.

Fervent Commune

At 2nd level, you can beseech the aid of an otherworldy being, granting you specific benefits.

Communes Known

When you gain this feature, pick two cabalist communes to learn. You learn additional communes of your choice when you reach certain levels in this class, as shown in the Communes Known column of the Cabalist table.

Whenever you gain a level in this class, you can replace one of the cabalist communes you learned with a new one.

Performing a Commune

After spending one action and 10 minutes in concentration (as if you were casting a concentration spell), and spending your action each turn during this time performing acts to appease your patron, you can gain the benefits of one fervent commune you know. The maximum number of your communes you can be affected by appears in the Fervent Blessings column of the Cabalist table. Your communes last for an amount of time, as specified in the commune's description, until you fall unconscious, or if you choose to end it (no action required).

Channeled Rites

From 3rd level onwards, when you would cast a spell as a ritual or perform a commune, a number of other friendly creatures within 30 feet of you can participate in the ceremony, up to one quarter of you Cabalist level, rounded down (minimum of 1). The additional number of minutes required to cast the spell as a ritual or perform the commune is divided by the number of creatures that participated (including yourself), rounded down (minimum of 0 minutes).

A creature can only participate if it has an Intelligence score of 4 or higher, and must spend its time concentrating (as if casting a concentration spell) over the casting time of the spell or the time you spend performing the commune.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Shared Fervour

From 6th level onwards, when you would finish performing a commune, each other creature that participated in your Channeled Rites feature can gain the benefits of that commune. The maximum number of other creatures that can benefit from your communes is equal to one quarter of your Cabalist level, rounded down. A creature can only benefit from one commune at a time this way.

Ritual Adept

When you reach 10th level, the additional number of minutes required for you to cast a spell as a ritual or perform a commune is halved.

In addition, you can choose one 1st- or 2nd-level cabalist spell you know that requires 1 action to cast and does not restore hit points. You can cast that spell at its lowest level as a ritual. If you can choose a creature as a target of the spell, you can only target yourself. At the end of a long rest, you can exchange the spell for a different one, following the same restrictions.

Ritual Savant

At 14th level, when you would cast a spell as a ritual or perform a commune, you do not need to spend any additional minutes to cast or perform it, however, you still need to maintain concentration. Once you cast a spell as a ritual or perform a commune this way, you can't do so again until you finish a long rest.

Ritual Master

From 18th level onwards, when you finish casting a spell as a ritual, each other creature that participated in your Channeled Rites feature can also produce the spell's effect using your spellcasting ability modifier. If a creature can be chosen as a target of the spell, a creature that participated can only target themselves. If the spell requires concentration, the creature must concentrate.

Adherents

At 2nd level, you can choose to become an adherent to an aspect of your patron. Such examples are the Adherent of Rage, or the Adherent of Vigilance, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 7th, 11th, 15th, and 20th level.

Adherent of Rage

You pray to a demonic being of pure anger and hatred, that wishes to see their enemies, or even the planes themselves laid to ruin. Such beings include Baphomet, Kardom, Alzruis, and Kostchtchie, as well as the most powerful of balors.

Rage Spells

Starting at 2nd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Rage Spells table. Each spell counts as a cabalist spell for you, but it doesn't count against the number of cabalist spells you know.

Rage Spells
Cabalist Level Spells
2nd Wrathful Smite
5th Crown of Madness
9th Haste
13th Fire Shield
17th Destructive Wave

Bonus Proficiencies

Also at 2nd level, you gain proficiency in martial weapons.

In addition, you learn abyssal.

Push Through the Pain

At 2nd level, you can add your Strength modifier, instead of your Dexterity modifier, to determine your armour class when you aren't wearing heavy armour. If there is a maximum Dexterity modifier that can be added to your armour class, it limits your Strength modifier as well.

Unshackled Strength

At 7th level, you gain proficiency in Strength saving throws. If you already have this proficiency, you instead gain proficiency in Dexterity or Wisdom saving throws (your choice).

Arcing Flames

At 11th level, when you hit with a melee weapon attack, you deal an additonal 1d6 fire or 1d6 lightning damage (your choice).

Demonic Blessing

At 15th level, while you are under the effects of a commune, you are resistant to fire and lightning damage.

Embodiment of Rage

At 20th level, you can assume the form of an ancient force of rage, taking on an appearance you choose. For example, your skin might turn red or take on a coarse texture, your hair might become matted or braided, or you might sprout horns or sharp incisors.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Bat-like wings sprout from your back and grant you a fly speed of 60 feet.
  • You have resistance to bludgeoning, piercing and slashing damage from nonmagical weapons and are immune to fire damage.
  • Once you use this feature, you can't use it again until you finish a long rest.

Adherent of Euphoria

You and those that share in your beliefs revel in earthly gratification, whether benign or perverse, but always to the point of excess. Such beings you might worship include Graz'zt, Socothbenoth, Volisupula, and Vucarik, as well as the most powerful of succubi, incubi, and lilitu.

Euphoria Spells

Starting at 2nd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Euphoria Spells table. Each spell counts as a cabalist spell for you, but it doesn't count against the number of cabalist spells you know.

Euphoria Spells
Cabalist Level Spells
2nd Ensnaring Strike
5th Alter Self
9th Incite Greed
13th Freedom of Movement
17th Swift Quiver

Bonus Proficiencies

Also at 2nd level, gain proficiency in martial weapons.

In addition, you learn one language of your choice.

Unnatural Obsession

From 2nd level onwards, at the start of a creatures turn, as a reaction, you can draw its attention if it is within 60 feet of you and can see or hear you. The creature must make a Wisdom saving throw versus your spellcasting DC. On a failed save, the creature must use as much of its movement as possible to move towards you for that turn.

It can take its action before it moves. A creature isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move towards you. A creature that has made a move this way or succeeded on its saving throw is immune to this feature for 24 hours.

The Luxuries of Excess

At 7th level, you gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Wisdom saving throws (your choice).

Supple Strikes

At 11th level, when you hit with a weapon attack, you deal an additonal 1d6 damage of the same type dealt by the weapon.

Blessing of Endless Delights

At 15th level, while you are under the effects of a commune, you suffer none of the drawbacks of old age, and you can't be aged magically. You can still die of old age, however.

Embodiment of Euphoria

At 20th level, you can assume the form of an ancient force of euphoria, taking on an appearance you choose. For example, your skin might turn a pearlescent hue or take on a silky smooth texture, your hair might become luscious or braided, or you might grow a bulging belly or marbled muscles.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You emanate an aura of adoration in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become charmed by you for 1 minute or until it takes any damage. Attack rolls against the charmed creature have advantage.
  • Opportunity attacks are made against you at disadvantage.
  • Your movement speed is doubled.
  • Once you use this feature, you can't use it again until you finish a long rest.

Adherent of Revulsion

You are considered an blight upon the community at worst, or a outcast at best. However, in your travels you found a greater being who shared in and saw past your deformities, welcoming you within its ranks and its putrid, decaying embrace. Such beings you might worship include Ahrimanes, Juiblex, Lamashtu, Lissa'aere, and Tharzax, as well as the most powerful of alkilith and oinoloth.

Revulsion Spells

Starting at 2nd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Revulsion Spells table. Each spell counts as a cabalist spell for you, but it doesn't count against the number of cabalist spells you know.

Revulsion Spells
Cabalist Level Spells
2nd Ray of Sickness
5th Enlarge/Reduce
9th Plant Growth
13th Sickening Radiance
17th Contagion

Vile Concoctions

Also at 2nd level, you gain proficiency in the herbalism kit and the poisoner's kit.

Recoil in Disgust

From 2nd level onwards, at the start of a creatures turn, as a reaction, you can cause it to avert its eyes if it is within 30 feet of you and can see you. The creature must make a Wisdom saving throw versus your spellcasting DC. On a failed save, the creature can't see you until the end of its turn. A creature that has averted its eyes this way or succeeded on its saving throw is immune to this feature for 24 hours.

Unconscionable Will

At 7th level, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Dexterity or Strength saving throws (your choice).

Necrotic Visitation

At 11th level, you can cast life transference once without expending a spell slot. You can't do so again until you finish a long rest.

Elder's Blessing

At 15th level, while you are under the effects of a commune, you are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.

Embodiment of Revulsion

At 20th level, you can assume the form of an ancient force of revulsion, taking on an appearance you choose. For example, your skin might turn a sickly shade or take on a greasy texture, your hair might become withered or matted, or you might sprout festering sores or pustulent boils.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • You emanate an aura of vile sickness in a 30-foot radius. The first time any enemy creature starts its turn in the aura during a battle, the creature must succeed on a Constitution saving throw or spend its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
  • Once you use this feature, you can't use it again until you finish a long rest.

Adherent of Wonder

You delve into secrets unknown, long for inexplicable excitement and magical mastery, and pray to beings that exude such ideals. Such beings include Abraxas, Aldinach, Fraz-Urb'Luu, and the more whimsical of fey.

Wonder Spells

Starting at 2nd level, you also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Wonder Spells table. Each spell counts as a cabalist spell for you, but it doesn't count against the number of cabalist spells you know.

Wonder Spells
Cabalist Level Spells
2nd Chaos Bolt
5th Enhance Ability
9th Clairvoyance
13th Polymorph
17th Legend Lore

Bonus Proficiencies

Also at 2nd level, you become proficient in your choice of one of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any check that uses that skill.

In addition, your learn one lanuage of your choice.

Wondrous Surge

At 2nd level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a cabalist spell of 1st level or higher, roll on the Wondrous Surge table to create a random magical effect.

If the effect requires a saving throw, the DC equals your spellcasting DC.

Wondrous Surge
d6 Effect
1 Choose one creature within 90 feet of you, it must succeed on a Constitution saving throw or have their speed halved for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw, ending this effect on a success.
2 Choose one creature within 30 feet of you, that creature must succeed on a Constitution saving throw or be unable to regain hit points for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw, ending this effect on a success.
3 Each hostile creature within 10 feet of you must make a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw, ending this effect on a success.
4 Choose one willing creature within 30 feet of you, that creature grows an extra arm. This arm can be used to perform somatic components of spells, seize a creature in a grapple, or hold objects, shields or weapons. A creature does not gain any additional attacks or actions while it has this extra arm, and it lasts for 1 hour.
5 Choose one willing creature within 30 feet of you, that creature gains temporary hit points equal to half your Cabalist level + your Charisma modifier. These temporary hit points last for 1 hour.
6 Choose one willing creature within 30 feet of you, that creature grows 1d6+1 extra eyes which last for 1 hour. A creature with these extra eyes has advatage on Wisdom (Perception) checks that rely on sight.

Sharp Mind

At 7th level, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain proficiency in Dexterity or Wisdom saving throws (your choice).

Elemental Supremacy

At 11th level, whenever you cast a spell that deals cold, fire, lightning, or thunder damage, roll a d6. You gain a bonus to one of the spell's damage rolls equal to the number rolled.

Architect of Change

At 15th level, when you roll on the Wondrous Surge table, you can add 1 to or subtract 1 from the roll.

Embodiment of Wonder

At 20th level, you can assume the form of an ancient force of wonder, taking on an appearance you choose. For example, your skin might turn a random hue or take on an odd texture, your hair might become luscious or withered, or you might sprout talons or feathers.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • When you transform, you can cast dispel magic at 5th level, without expending a spell slot or material components (no action required). If you successfully end a spell this way, until the transformation ends, you can cast that spell once, without expending a spell slot or material components.
  • When you transform, roll on the Wondrous Surge table twice, creating the magical effects of each.
  • Once you use this feature, you can't use it again until you finish a long rest.

Adherent of Vigilance

You are entrusted with the protection of the realms against the forces of darkness, and have been given this duty by a lawfully aligned otherwordly entity, such as a unicorn, solar, planetar, deva, or ki-rin.

Vigilance Spells

Starting at 2nd level, you also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Vigilance Spells table. Each spell counts as a cabalist spell for you, but it doesn't count against the number of cabalist spells you know.

Vigilance Spells
Cabalist Level Spells
2nd Detect Evil and Good
5th Zone of Truth
9th Spirit Shroud
13th Death Ward
17th Summon Celestial

Bonus Proficiencies

Also at 2nd level, you gain proficiency in heavy armour and martial weapons.

In addition, you learn celestial.

Healing Touch

At 2nd level, you gain the ability to channel celestial energy to heal wounds. As an action, you can touch another creature, restoring 1d8 hit points to them. You can use this feature twice, and can't so do again until you finish a long rest. The healing increases to 2d8+1 at 7th level, 3d8+1 at 15th level, and 4d8+2 at 20th level.

Restorative Touch

From 7th level onwards, when you use your Healing Touch feature, you can also end one of the following effects on the target:

  • One curse, including the target’s attunement to a cursed magic item.
  • One disease.
  • One condition. The condition can be blinded, deafened, or poisoned.

Divine Implements

At 11th level, you deal an additional 1d8 radiant damage with weapon attacks.

Inner Light

At 15th level, while you are under the effects of a commune, you are resistant to radiant damage and immune to exhaustion.

Embodiment of Vigilance

At 20th level, you can assume the form of an ancient force of vigilance, taking on an appearance you choose. For example, your skin might turn a pearlescent sheen or take on a silky smooth texture, your hair might become luscious or bald, or your eyes might become bright white or golden.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Angelic wings sprout from your back and grant you a fly speed of 60 feet.
  • You have advantage on saving throws against spells and other magical effects.
  • Once you use this feature, you can't use it again until you finish a long rest.

Adherent of Serenity

You worship a being who advocates peace and harmony. This peace can be intercommunal, between your community and nature, or solely for your community at the expense of outsiders. Beings you worship usually include the more benevolent fey, but can incorporate those more pernicious and spiteful depending on your patron's price and definition of peace.

Serenity Spells

Starting at 2nd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Serenity Spells table. Each spell counts as a cabalist spell for you, but it doesn't count against the number of cabalist spells you know.

Serenity Spells
Cabalist Level Spells
2nd Faerie Fire
5th Beast Sense
9th Summon Fey
13th Guardian of Nature
17th Commune with Nature

Druidic Rites

Also at 2nd level, your blasphemous icon can create one of the following additional effects:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

In addition, you learn sylvan.

Wild Empathy

From 2nd level onwards, you can understand beasts, as well as communicate with them through sounds and gestures.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Elemental Supremacy

At 11th level, whenever you cast a spell that deals cold, fire, lightning, or thunder damage, roll a d6. You gain a bonus to one of the spell's damage rolls equal to the number rolled.

Fey Blessing

At 15th level, while under the effects of a commune, you have advantage on saving throws against spells and other magical effects.

Embodiment of Serenity

At 20th level, you can assume the form of an ancient force of serenity, taking on an appearance you choose. For example, your skin might turn a pearlescent sheen or take on a bark like texture, your hair might become luscious or braided, or your eyes might become pitch black or golden.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Once on each of your turns, you can use 10 feet of your movement to step magically into one living tree within 5 feet of you and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least one size larger than you.
  • When you transform, You can end any effect causing friendly creatures within 60 feet of you to be charmed or frightened.
  • While transformed, any creature who targets you with an attack or harmful spell must succeed on a Wisdom saving throw versus your spellcasting DC or choose a new target or lose the attack or spell. The transformation doesn’t protect you from area effects, such as the explosion of a fireball. If you attack or cast a spell that affects an enemy creature, that creature is immune to this feature for the next 24 hours.
  • Once you use this feature, you can't use it again until you finish a long rest.

Adherent of Monotony

An adherent of Monotony values consistency, immutability, self-sufficiency, and above all else written law. They pray to the powerful beings of Mechanus, Archeron, or Arcadia. Such beings include upper echelon modrons, namely quartons, tertians, and secundi, as well as inevitables, namely maruts, kolyaruts, and zelakhuts. Adherents of monotony believe that flesh cannot achieve this immutability, and attempt to appease their patron by shedding pieces of their body and replacing them with clockwork and mechanical replicas.

Monotony Spells

Starting at 2nd level, you learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Autonomy Spells table. Each spell counts as a cabalist spell for you, but it doesn't count against the number of cabalist spells you know.

Monotony Spells
Cabalist Level Spells
2nd Alarm
5th Wristpocket
9th Lightning Bolt
13th Summon Construct
17th Wall of Force

Autonomous Rites

You gain proficiencies in light crossbows, thieves' tools, and tinker's tools, and you can use your tinker's tools, instead of jeweler's or woodcarver's tools, when creating a new icon.

In addition, you learn modron.

Mechanical Facsimile

At 2nd level, you replace parts of your body with mechanical facsimiles. Choose one of the following options:

Bionic Arm. You replace at least one of your arms with a bionic arm. When you finish performing a commune, you can touch one melee weapon that you are proficient with. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish performing a commune.

Bionic Eye. You replace at least one of your eyes with a bionic eye. When you finish performing a commune, you can inspect one ranged weapon within 5 feet of you that you can see and are proficient with. When you attack with that weapon, you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls. This benefit lasts until you finish performing a commune.

In addition, you have darkvision out to a range of 60 feet.


The mechanical facsimile otherwise functions identically to the body part it replaces. You can't take a mechanical facsimile option more than once, even if you later get to choose again.

Additional Mechanical Facsimile

Starting at 7th level, you choose a second option from the Mechanical Facsimile class feature, or from the following additional options:

Traction Legs. You replace at least one of your legs with traction legs. You can move along vertical surfaces on your turn without falling during the move.

Mechanical Mantle. You replace a part of your torso with a mechanical mantle. While unarmoured and not holding a shield, your AC is equal to 10 + the number of Mechanical Facsimile and Additional Mechanical Facsimile options you have chosen + your Dexterity modifier (maximum +2).

Respirator Unit. You replace a part of your neck with a respirator unit. You have advantage on saving throws made against harmful gases and vapours (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Charged Attack

At 11th level, you choose a third option from the Mechanical Facsimile and Additional Mechanical Facsimile class features.

In addition, once per turn, when you hit a creature with a weapon attack, you deal an additional 1d6 lightning, radiant, or thunder damage (your choice).

Spirit of Mechanus

At 15th level, you choose a fourth option from the Mechanical Facsimile and Additional Mechanical Facsimile class features.

In addition, while you are under the effects of a commune, you do not need to eat or drink.

Embodiment of Monotony

At 20th level, you choose a fifth option from the Mechanical Facsimile and Additional Mechanical Facsimile class features.

In addition, using your action, you can overcharge your mechanical facsimiles. For 1 minute, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • You have truesight out to a range of 60 feet.
  • Your long jump is 30 feet, and your high jump is 15 feet, with or without a running start.
  • You have resistance to bludgeoning, slashing and piercing damage from nonmagical attacks that aren't adamantine.
  • You can breathe normally in any environment.

Once you use this feature, you can't use it again until you finish a long rest.

Fervent Communes

If a fervent commune has prerequisites, you must meet them to learn it. You can learn the commune at the same time that you meet its prerequisites.

Ad Nausea

Prerequisite: Recoil in Disgust feature

After completing this commune, for the next 8 hours, whenever you cast a spell that deals acid, necrotic or poison damage, as a bonus action, you roll a d8 and add it to one of the spell's damage rolls. This extra damage increases to 2d8 at 5th level.

In addition, during this time, if you would make a Constitution saving throw, you can do so with advantage. If the roll succeeds, you can't use this commune this way again until you finish a long rest.

Blessing of Mana

Prerequisite: 18th level

After completing this commune, for the next 8 hours, once during this time, as a bonus action, you can regain one expended spell slot of 5th level or lower. When you perform this commune, you can't do so again until you finish a long rest.

Blood Sacrifice

Prerequisite: 5th level

After completing this commune, for the next 8 hours, when you spend hit dice to regain hit points, you can regain 1 additional hit point for each hit dice you spend. This increases to 2 additional hit points at 14th level.

In addition, during this time, when an hostile creature within 30 feet of you is slain, you can dedicate the kill to your patron, granting friendly creatures under the effects of a commune within 30 feet of you temporary hit points equal to your level. You can't use this commune this way again until you finish a long rest.

Discordant Hymn

Prerequisite: 10th level

After completing this commune, for the next 8 hours, you are proficient in the Performance skill, and your proficiency bonus is doubled for any ability check that uses Performance.

In addition, during this time, as an action, you can have creatures of your choice within 60 feet of you make a Wisdom saving throw versus your spellcasting DC. On a failed save, a creature takes 6d4 psychic damage and is stunned until your next turn. On a successful save, it takes half as much damage and isn’t stunned by this commune. You can't use this commune this way again until you finish a long rest.

Elemental Nexus

Prerequisite: Wondrous Surge feature

After completing this commune, for the next 8 hours, whenever you cast a spell that deals cold, fire, lightning, or thunder damage, you gain a bonus to one of the spell's damage rolls equal to your spellcasting modifier, and as a bonus action, you can choose a point you can see within 60 feet of you. Each creature within 5 feet of the point must succeed on a Dexterity saving throw versus your spellcasting DC or take your choice of 1d6 cold, fire, lightning, or thunder damage. This damage increases to 2d6 at 5th level.

In addition, during this time, if you would make a spell attack, you can do so with advantage. If the attack hits, you can't use this commune this way again until you finish a long rest.

Eternal Vigil

Prerequisite: Healing Touch feature

After completing this commune, for the next 8 hours, you no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as praying to your patron or keeping watch.

In addition, during this time, if you would make a Wisdom (Perception) check, or Initiative roll, you can do so with advantage. You can't use this commune this way again until you finish a long rest.

Fanaticism

Prerequisite: 14th level

After completing this commune, for the next 8 hours, you have advantage on saving throws against being charmed or frightened.

In addition, during this time, as a bonus action, you can grant friendly creatures within 60 feet of you that are under the effect of a commune advantage on attack rolls until the start of your next turn. You can't use this commune this way again until you finish a long rest.

Forbidden Knowledge

After completing this commune, for the next hour, you are proficient in your choice of one of the following skills: Arcana, History, Nature, or Religion.

In addition, during this time, if you would make an Intelligence check, you can do so with advantage. When you perform this commune, you can't do so again until you finish a long rest.

Forest Spirit

Prerequisite: Wild Empathy feature

After completing this commune, you call forth a tiny forest spirit. It manifests in an unoccupied space that you can see within 10 feet of you. This corporeal form uses the Forest Spirit stat block, which uses you proficiency bonus (PB) in several places. When you perform this commune, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block.


Forest Spirit

tiny fey, unaligned


  • Armor Class 12
  • Hit Points 0 + your spellcasting modifier + 3 times your level (the forest spirit has a number of Hit Dice [d4s] equal to your level)
  • Speed 20ft., climb 20 ft. (Land only), fly 40 ft. (Air only), swim 20 ft. (Water only)

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (+0) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +1 plus PB, Stealth +2 plus PB
  • Senses darkvision 60 ft., passive Perception 11 + PB
  • Languages understands the languages you speak
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Magic Weapons. The forest spirit's weapon attacks are magical.

Keen Smell (Land only). The forest spirit has advantage on Wisdom (Perception) checks that rely on smell.

Amphibious (Water only). The forest spirit can breathe air and water.

Flyby (Air only). The forest spirit doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Swipe. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit 1d4 + PB slashing damage.

The creature disappears when it drops to 0 hit points, if you perform this commune again, or after 8 hours.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the forest spirit can take any action of its choice, not just Dodge.

In addition, from 5th level onwards, after completing this commune, for the next 8 hours, whenever you cast a spell that deals cold, fire, lightning, or thunder damage, you roll a d8 and add it to one of the spell's damage rolls.

Horribly Resilient

Prerequisite: 18th level, Recoil in Disgust feature

After completing this commune, for the next 8 hours, at the start of each of your turns, you regain 1 hit point if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

In addition, during this time, if you would drop to 0 hit points as a result of taking damage, you can drop to 1 hit point instead. You can't use this commune this way again until you finish a long rest.

Knowledge of the Wilds

Prerequisite: Wild Empathy feature

After completing this commune, for the next hour, you are proficient in your choice of one of the following skills: Animal Handling, Medicine, Perception, or Survival.

In addition, during this time, if you would make a Wisdom check, you can do so with advantage. When you perform this commune, you can't do so again until you finish a long rest.

Modron Servant

Prerequisite: Mechanical Facsimile feature

After completing this commune, you call forth a modron servant originating from one of the planes of order, given newfound instructions to help you. It manifests in an unoccupied space that you can see within 10 feet of you. This creature uses the modron servant stat block, which uses you proficiency bonus (PB) in several places. The creature returns to its plane of origin when it drops to 0 hit points, if you perform this commune again, or after 8 hours.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the modron servant can take any action of its choice, not just Dodge.

In addition, from 10th level onwards, after completing this commune, for the next 8 hours, once per turn, if you would hit a creature with a weapon attack, you can deal


















Modron Servant

tiny construct, lawful neutral


  • Armor Class 14 (natural armour)
  • Hit Points 0 + your spellcasting modifier + 3 times your level (the mechanical spirit has a number of Hit Dice [d4s] equal to your level)
  • Speed 20ft., fly 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 4 (-3) 10 (+0) 5 (-3)

  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages you speak, modron
  • Challenge
  • Proficiency Bonus (PB) equals your bonus

Axiomatic Mind. The modron servant can't be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the modron servant dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Magic Weapons. The modron servant's weapon attacks are magical.

Actions

Dagger. Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5ft. or range 20/60 ft., one target. Hit 1 + PB piercing damage.

Shortbow. Ranged Weapon Attack: your spell attack modifier to hit, range 80/320 ft., one target. Hit 1d4 + PB piercing damage.

an additional 1d6 lightning, radiant, or thunder damage (your choice).

Pierce the Veil

Prerequisite: 5th level

After completing this commune, for the next 8 hours, you have darkvision out to a range of 60 feet.

In addition, during this time, as a bonus action, you can see invisible creatures and objects, and into the Ethereal Plane until the end of your next turn. Ethereal creatures and objects appear ghostly and translucent. You can't use this commune this way again until you finish a long rest.

Profane Mark

After completing this commune, for the next 8 hours a singular unnatural mark is placed upon on your body in a location of your choosing. Once during this time, if you would roll a d20, you can do so with advantage, and the mark disappears. When you perform this commune, you can't do so again until you finish a long rest.

Scintillating Sycophant

Prerequisite: Unnatural Obsession feature

After completing this commune, for the next hour, you are proficient in your choice of one of the following skills: Deception or Persuasion.

In addition, during this time, if you would make a Charisma check, you can do so with advantage. When you perform this commune, you can't do so again until you finish a long rest.

Seething Fury

Prerequisite: Push Through the Pain feature

After completing this commune, for the next 8 hours, when you make a melee weapon attack, you gain a +1 bonus to the damage rolls. This damage increases to +2 at 10th level.

In addition, during this time, if you would make a Strength check, you can do so with advantage. If the roll succeeds, you can't use this commune this way again until you finish a long rest.

Shadowy Dealings

Prerequisite: 5th level

After completing this commune, for the next hour, you are proficient in one of the following skills: Sleight of Hand or Stealth.

In addition, during this time, as a bonus action, you can become invisible until the start of your next turn. You can't use this commune this way again until you finish a long rest.

Shimmer and Flicker

Prerequisite: 5th level, Wondrous Surge feature

After completing this commune, for the next 8 hours, opportunity attacks against you are made at disadvantage.

In addition, during this time, on your turn, you can teleport to an unoccupied space you can see within 30 feet of you. You can teleport this way only if you haven't moved during that turn, and after you do so, your speed is 0 until the end of your turn. You can't use this commune this way again until you finish a long rest.

Silent Guardian

Prerequisite: 18th level, Healing Touch feature

After completing this commune, for the next 8 hours, you can speak telepathically out to 60 feet. A creature can immediately respond to you telepathically, and you understand each other when communicating this way even if the two of you do not share a language. You can speak telepathically in this way to one creature at a time.

In addition, during this time, if you would make a saving throw against being charmed or frightened, you can do so with advantage. If the roll succeeds, you can't use this commune this way again until you finish a long rest.

Sublime Precision

Prerequisite: Unnatural Obsession feature

After completing this commune, for the next 8 hours, once per turn, when you would hit a creature with a weapon attack and the weapon has the finesse, thrown, or ammunition property, you can deal additional damage equal to your Dexterity modifier.

In addition, during this time, if you would make a Dexterity check, you can do so with advantage. You can't use this commune this way again until you finish a long rest.

Touch of the Red Mist

Prerequisite: 10th level, Push Through the Pain feature

After completing this commune, for the next 8 hours, you have advantage on Strength saving throws.

In addition, during this time, if you would take bludgeoning, piercing, or slashing damage, you can take half as much damage instead. You can't use this commune this way again until you finish a long rest.

Unerring Precision

Prerequisite: 18th level, Mechanical Facsimile feature

After completing this commune, for the 8 hours, your weapon attacks score a critical hit on a roll of 19 or 20.

In addition, during this time, if your attack misses within range, you can turn that miss into a hit. You can't use this commune this way again until you finish a long rest.

Vice of Avarice

Prerequisite: 5th level, Unnatural Obsession feature

After completing this commune, for the next hour, if your DM would roll on an Individual Treasure or Treasure Hoard table, you know the number rolled, and you can add up to 5 to the roll.

In addition, during this time, if your DM would roll on an Individual Treasure or Treasure Hoard table, you can have it be rerolled, and you can choose either total. You can't use this commune this way again until you finish a long rest.

Cabalist Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Friends
  • Green-Flame Blade
  • Guidance
  • Infestation
  • Light
  • Mage Hand
  • Mending
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Produce Flame
  • Ray of Frost
  • Sacred Flame
  • Shocking Grasp
  • Thaumaturgy
  • Thunderclap
  • Toll the Dead
  • True Strike
1st Level
  • Bane
  • Bless
  • Cause Fear
  • Charm Person
  • Ceremony R
  • Comprehend Languages R
  • Cure Wounds
  • Disguise Self
  • Detect Magic R
  • Hellish Rebuke
  • Hex
  • Identify R
  • Inflict Wounds
  • Protection from Evil and Good
  • Sanctuary
  • Thunderwave
  • Unseen Servant R
  • Witch Bolt
2nd Level
  • Aid
  • Augury R
  • Blindness/Deafness
  • Calm Emotions
  • Darkness
  • Enthrall
  • Gentle Repose R
  • Hold Person
  • Invisibility
  • Locate Object
  • Magic Mouth R
  • Mind Spike
  • Misty Step
  • Mirror Image
  • Phantasmal Force
  • Prayer of Healing
  • Silence R
  • Shadow Blade
  • Shatter
  • Spider Climb
  • Suggestion
  • Warding Bond
3rd Level
  • Bestow Curse
  • Daylight
  • Dispel Magic
  • Fear
  • Glyph of Warding
  • Intellect Fortress
  • Magic Circle
  • Motivational Speech
  • Phantom Steed R
  • Remove Curse
  • Revivify
  • Summon Lesser Demons
  • Summons Shadowspawn
  • Summons Undead
  • Thunder Step
  • Tongues
  • Vampiric Touch
  • Water Breathing R
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Dimension Door
  • Elemental Bane
  • Locate Creature
  • Phantasmal Killer
  • Shadow of Moil
  • Summon Aberration
  • Summon Greater Demon
5th Level
  • Contact Other Plane R
  • Dream
  • Enervation
  • Far Step
  • Hold Monster
  • Infernal Calling
  • Modify Memory
  • Planar Binding
  • Raise Dead
  • Scrying
  • Seeming
  • Synaptic Static
  • Teleportation Circle

R - Ritual Spell

Non Player Characters

Here contains statistics for various humanoid cabalist nonplayer characters (NPCs). These stat blocks can represent human and nonhuman NPCs, and you can add racial traits to further customize them.


Cabalist of Euphoria

medium humanoid (any race), any non lawful alignment


  • Armor Class 16 (breast plate)
  • Hit Points 72 (11d8 + 22)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 14 (+2)

  • Saving Throws Charisma +4, Constitution +4
  • Skills Perception +2, Persuasion +4, Sleight of Hand +5, Stealth +5
  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 3 (700 XP)

Spellcasting. The cabalist is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following cabalist spells:

Cantrips (at will): mage hand, minor illusion

1st-2nd level (2 2nd-level slots): alter self, charm person, ensnaring strike, enthrall, mirror image, unseen servant

Actions

Multiattack. The cabalist makes two longbow attacks, or two shortsword attacks, and one shortsword attack as a bonus action if it has a second drawn.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit 7 (1d8 + 3) piercing damage.

Bonus Actions

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 3 (1d6) piercing damage.


Shadowy Dealings (Recharges after a Long Rest). The cabalist becomes invisible until the start of its next turn.

Sublime Precision (Recharges after a Short or Long Rest). The cabalist grants itself and one ally within 30 feet of it a mote of its patron's keenness. Once per turn, the cabalist and the ally gain a bonus to one damage roll with a weapon attack equal to their Dexterity modifier (not included in the attack). This lasts until the cabalist is slain, or it finishes a short or long rest.

Reactions

Unnatural Obsession. When a creature within 30 feet of the cabalist starts its turn, it must succeed on a DC 12 Wisdom saving throw or use as much of its movement as possible to move towards the cabalist for that turn. It can take its action before it moves. The creature must be able to see or hear the cabalist. Whether the creature succeeds or fails on its saving throw, it is immune to the unnatural obsession of all cabalists for 24 hours.
































Cabalist of Revulsion

medium humanoid (any race), neutral evil


  • Armor Class 19 (half plate, shield)
  • Hit Points 84 (13d8 + 26)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 9 (-1) 12 (+1) 16 (+3)

  • Saving Throws Charisma +4, Constitution +4, Wisdom +3
  • Skills Perception +3, Religion +1, Insight +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages any one language (usually common)
  • Challenge 4 (1,100 XP)

Spellcasting. The cabalist is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following cabalist spells:

Cantrips (at will): toll the dead, poison spray

1st-2nd level (2 2nd-level slots): bane, blindness/deafness, disguise self, enlarge/reduce, prayer of healing, ray of sickness, sanctuary

Actions

Multiattack. The cabalist makes two sickle attacks.

Sickle. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 (1d4) slashing damage.

Bonus Actions

Ad Nausea. When the cabalist casts a spell that deals acid, necrotic or poison damage, it can add 2d8 to one of the spell's damage rolls.

Pierce the Veil (Recharges after a Long Rest). The cabalist can see invisible creatures and objects, and can see into the ethereal plane until the end of its next turn.

Reactions

Recoil in Disgust. When a creature that can see the cabalist starts its turn within 30 feet of the cabalist, it must succeed on a DC 13 Wisdom saving throw or avert its eyes. If the creature does so, it can't see the cabalist until the start of its next turn. Whether the creature succeeds or fails on its saving throw, it is immune to the recoil in disgust of all cabalists for 24 hours.































Cabalist of Rage

medium humanoid (any race), chaotic evil


  • Armor Class 17 (half plate)
  • Hit Points 90 (12d8 + 36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 11 (+0) 9 (-1) 14 (+2)

  • Saving Throws Charisma +5, Constitution +6, Strength +6
  • Skills Perception + 2, Religion +3, Intimidation +5
  • Senses passive Perception 12
  • Languages any one language (usually common), abyssal
  • Challenge 5 (1,800 XP)

Push Through the Pain. The cabalist can add its Strength modifier, instead of its Dexterity modifier, to determine its armour class when it isn't wearing heavy armour. If there is a maximum Dexterity modifier that can be added to its armour class, it limits its Strength modifier as well (included in the AC).

Blood Sacrifice (Recharges after a Short or Long Rest). When a creature within 30 feet of the cabalist is slain, friendly creatures within 30 feet of the cabalist gain 8 temporary hit points.

Spellcasting. The cabalist is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following cabalist spells:

Cantrips (at will): produce flame, thaumaturgy

1st-2nd level (2 2nd-level slots): bane, crown of madness, hellish rebuke, hold person, shatter, thunderwave, wrathful smite

Actions

Multiattack. The cabalist makes two weapon attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit 6 (1d6 + 3) piercing damage.

Bonus Actions

Seething Fury (Recharges after a Short or Long Rest). The cabalist grants itself and an ally within 30 feet of it a mote of its patron's wrath. The cabalist and the ally gain a +1 bonus to damage rolls with melee weapon attacks (not included in the attack). This lasts until the cabalist is slain, or it finishes a short or long rest.






















Cabalist of Wonder

medium humanoid (any race), any non lawful alignment


  • Armor Class 18 (studded leather armour, shield)
  • Hit Points 99 (18d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 18 (+4) 13 (+1) 12 (+1) 10 (+0) 18 (+4)

  • Saving Throws Charisma +7, Constitution +4, Intelligence +4
  • Skills Perception +3, Arcana +4, Deception +7
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge 6 (2,300 XP)

Elemental Nexus. When the cabalist casts a spell that deals cold, fire, lightning, or thunder damage, it can add its Charisma modifier to one of the spell's damage rolls.

Legendary Resistance (2/Day). If the cabalist fails a saving throw, it can choose to succeed instead.

Shimmer and Flicker. Opportunity attacks made against the cabalist have disadvantage.

Spellcasting. The cabalist is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following cabalist spells:

Cantrips (at will): produce flame, booming blade

1st-3rd level (2 3rd-level slots): augury, chaos bolt, clairvoyance, comprehend languages, disguise self, dispel magic, enhance ability, mirror image, summon shadowspawn

Actions

Multiattack. The cabalist makes two scimitar attacks.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d6+4) slashing damage.

Bonus Actions

Elemental Nexus. When the cabalist casts a spell that deals cold, fire, lightning, or thunder damage, it can choose a point it can see within 60 feet of it. Each creature within 5 feet of that point must succeed on a DC 15 Dexterity saving throw or take the cabalist's choice of 2d6 cold, fire, lightning, or thunder damage.

Shimmer and Flicker (Recharges after a Long Rest). The cabalist teleports to an unoccupied space it can see within 30 feet of it.

Legendary Actions

The cabalist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The cabalist regains spent legendary actions at the start of their turn.

Jaunt. The cabalist moves up to half its speed.

Cantrip (Costs 2 Actions). The cabalist casts a cantrip.

Dispel Magic (Costs 3 Actions). The cabalist casts dispel magic at 3rd level, without expending a spell slot or material components.

Wondrous Surge (Costs 3 Actions). The cabalist magically gains 13 temporary hit points.
































Cabalist of Vigilance

medium humanoid (any race), lawful good


  • Armor Class 18 (plate)
  • Hit Points 117 (18d8 + 36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 14 (+2) 10 (+0) 12 (+1) 18 (+4)

  • Saving Throws Charisma +7, Constitution +5
  • Skills Perception +7, Religion +3, Insight +4
  • Senses darkvision 60 ft., passive Perception 17
  • Languages any one language (usually common), celestial
  • Challenge 7 (2,900 XP)

Eternal Vigil. The cabalist does not need to sleep.

Divine Implements. When the cabalist hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

Spellcasting. The cabalist is an 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following cabalist spells:

Cantrips (at will): light, guidance

1st-3rd level (2 3rd-level slots): bless, calm emotions, comprehend languages, daylight, detect evil and good, prayer of healing, revivify, spirit shroud, zone of truth

Actions

Multiattack. The cabalist makes two weapon attacks.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6+4) slashing damage plus 4 (1d8) radiant damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit 7 (1d6 + 4) piercing damage plus 4 (1d8) radiant damage.

Healing Touch (2/Day). The cabalist touches another creature. The target magically regains 10 (2d8 + 1) hit points and is freed from one curse or cured of one disease or condition. The condition can be poisoned, blinded, or deafened.

Bonus Actions

Pierce the Veil (Recharges after a Long Rest). The cabalist can see invisible creatures and objects, and can see into the ethereal plane until the end of its next turn.






























Forest Spirit

tiny fey, unaligned


  • Armor Class 12
  • Hit Points 17 (7d4)
  • Speed 20ft., fly 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (+0) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3, Stealth +4
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands the languages of its summoner but can't speak
  • Challenge 1/8 (25 XP)

Magic Weapons. The forest spirit's weapon attacks are magical.

Flyby. The forest spirit doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Swipe. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) slashing damage.


Cabalist of Serenity

medium humanoid (any race), any neutral alignment


  • Armor Class 14 (hide armour)
  • Hit Points 49 (9d8 + 9)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (+4) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 14 (+2)

  • Saving Throws Charisma +4, Constitution +3
  • Skills Perception +3, Nature +2, Insight +3
  • Senses passive Perception 13
  • Languages any one language (usually common), sylvan
  • Challenge 2 (450 XP)

Wild Empathy The cabalist can understand beasts, as well as communicate with them through sounds and gestures.

Forest Spirit. When the cabalist casts a spell that deals cold, fire, lightning, or thunder damage, it can add 1d8 to one of the spell's damage rolls.

Spellcasting. The cabalist is an 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following cabalist spells:

Cantrips (at will): produce flame, druidcraft

1st-2nd level (2 2nd-level slots): beast sense, calm emotions, disguise self, faerie fire, misty step, prayer of healing, sanctuary, witch bolt

Actions

Multiattack. The cabalist makes two weapon attacks.

Sickle. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 1 (1d4-1) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit 4 (1d4 + 2) piercing damage.

Bonus Actions

Forest Spirit (Recharges after a Short or Long Rest). The cabalist magically summons 1 forest spirit. The forest spirit acts as an ally of the cabalist and obeys its spoken commands. The forest spirit remains for 1 hour, until the cabalist dies, or until the cabalist dismisses it as a bonus action.






















Cabalist of Monotony

medium humanoid (any race), any lawful alignment


  • Armor Class 17 (natural armour)
  • Hit Points 149 (23d8 + 46)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 18 (+4)

  • Saving Throws Charisma +8, Constitution +6
  • Skills Perception +4, Investigation +7, Insight +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages any one language (usually common), modron
  • Tools thieves' tools +6, tinker's tools +7
  • Challenge 10 (5,900 XP)

Charged Attack (1/Turn). The cabalist deals an extra 7 (2d6) lightning, radiant, or thunder damage (cabalist's choice) when it hits a target with a weapon attack.

Fanaticism. The cabalist has advantage on saving throws against being charmed or frightened.

Magic Weapons. The cabalist's weapon attacks are magical.

Respirator Unit. The cabalist has advantage on saving throws made against harmful gases and vapours (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Traction Legs. The cabalist can move along vertical surfaces on its turn without falling during the move.

Spirit of Mechanus. The cabalist does not need to eat or drink.

Spellcasting. The cabalist is a 13-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following cabalist spells:

Cantrips (at will): mending, shocking grasp, thaumaturgy

1st-4th level (2 4th-level slots): alarm, banishment, bless, detect magic, dispel magic, glyph of warding, invisibility, lightning bolt, mirror image, summon construct, thunder step, wristpocket

Actions

Multiattack. The cabalist makes two weapon attacks.

Halberd. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 9 (1d10 + 4) slashing damage plus 3 (1d6) lightning damage.

Heavy Crossbow. Melee or Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit 9 (1d10 + 4) piercing damage plus 3 (1d6) radiant damage.

Bonus Actions

Fanaticism (Recharges after a Long Rest). Friendly creatures within 60 feet of the cabalist have advantage on attack rolls until the start of its next turn.

Modron Servants (Recharges after a Short or Long Rest). The cabalist magically summons 1d4 modron servants. The modron servants act as allies of the cabalist and obey its spoken commands. The modron servants remain for 1 hour, until the cabalist dies, or until the cabalist dismisses them as a bonus action.

A Cabalist of Monotony's Lair

A cabalist of monotony builds and stores its innovative magical and mechanical creations in its vast warehouse, guarded by constructs and traps. At the centre of the warehouse is the cabalist's workshop, where it resides. In its workshop, a cabalist of monotony has access to lair actions. The region around its lair also has unique effects. A cabalist of monotony in its lair has a challenge rating of 11 (7,200 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the cabalist of monotony rolls a d20. On a result of 11 or higher, the cabalist of monotony takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row.

  • A glyph on a wall or floor that the cabalist can see within 60 feet of it activates. Dispel magic is cast from the glyph at 4th level, using the cabalist's spellcasting ability.
  • An arc of lightning shoots out from a contraption towards one creature the cabalist can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much on a successful one.
  • 2d4 monodrones appear in a doorway within 60 feet of the cabalist, in the middle of their patrol. The monodrones act as allies of the cabalist and obey its spoken commands. Once the cabalist uses this lair action, it can't do so again until it finishes a short or long rest.
  • A repair rig lowers from a ceiling compartment, restoring 10 (3d6) hit points to the cabalist, then rises back into its original position.

Regional Effects

The region surrounding a cabalist of monotony's lair is artificially altered by the creature's presence, creating any of the following effects:

  • Monsters within 6 miles of the lair have mechanical and clockwork prosthetics.
  • The weather within 6 miles of the warehouse is an almost unending lightning storm.
  • Unusual numbers of modrons patrol within 500 feet of the cabalist of monotony's lair.

If the cabalist of monotony is slain, the altered monsters remain as they are, but other effects fade over 10 days.
























Modron Servant

tiny construct, lawful neutral


  • Armor Class 14 (natural armour)
  • Hit Points 20 (8d4)
  • Speed 20ft., fly 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 4 (-3) 10 (+0) 5 (-3)

  • Senses truesight 120 ft., passive Perception 10
  • Languages understands the languages of its summoner, modron
  • Challenge 1/4 (50 XP)

Axiomatic Mind. The modron servant can't be compelled to act in a manner contrary to its nature or its instructions.

Disintegration. If the modron servant dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Magic Weapons. The modron servant's weapon attacks are magical.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit 3 piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 4 (1d4 + 2) piercing damage.

Starting Wealth by Class
Class Funds
Cabalist 4d4 x 10 gp
Multiclassing Prerequisites
Class Ability Score Minimum
Cabalist Strength 13 or Dexterity 13, and
Charisma 13
Multiclassing Proficiencies
Class Proficiencies Gained
Cabalist Light Armour, Medium Armour,
Simple Weapons, Jeweler's Tools
or Woodcarver's Tools

Pact Magic. If you have both the Spellcasting class feature and the Pact Magic class feature from the cabalist class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use spell slots you gain from the Spellcasting class feature to cast cabalist spells you know.

Pact Magic Spell Slots. You determine your available pact magic spell slots by adding together all your levels in the warlock class, and half your levels (rounded down) in the cabalist class. Use this total to determine your spell slots by consulting the Multiclass Pact Magic table. If you have more than one pact magic class, this table might give you spell slots of a level that is higher than the spells you know. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like thunderwave, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have any spells of that higher level. For example, if you are a warlock 4/ cabalist 3, you count as a 5th-level character when determining your spell slots: you have two 3rd-level slots. However, you don’t know any 3rd-level warlock spells, nor do you know any 2nd-level cabalist spells.

Multiclass Pact Magic:
Spell Slots per Spell Level
Level Spell Slots Slot Level
1st 1 1st
2nd 2 1st
3rd 2 2nd
4th 2 2nd
5th 2 3rd
6th 2 3rd
7th 2 4th
8th 2 4th
9th 2 5th
10th 2 5th
11th 3 5th
12th 3 5th
13th 3 5th
14th 3 5th
15th 3 5th
16th 3 5th
17th 4 5th
18th 4 5th
19th 4 5th
20th 4 5th
ART CREDIT
In order of Appearance:

"Hearthstone: Cultist" by Eva Wildermann
"Tree" by Bogdan Rezunenko
"Chaos Rising" by David Astruga
"Slaanesh Cultist" by Jake Murray
"Nurgle Cultist" by David Auden Nash
"Cultist of Tzeentch" by Oksana Kerro
"Magic the Gathering: Admonition Angel" by Anato Finnstark
"Silverarrow" by Alexandra Malygina
"Toastarus Mechanicus" by Mohamed Saad
"Moss Bunny" by Montes
"Monodrone Scribe" by Magiy
"Baptism" by Romain d'Escrienne
"Khorne Fan" by Diamondaectann
"Herald of Slaanesh" by Games Workshop
"Nurgle" by Ni Yipeng
"The Disciples of Tzeentch" by Johan Grenier
"Aasimar" by Renderrs
"Vampire - Vasselyak" by Alfonso Pardo Matinez
"Adeptus Mechanicus" by Paul Patricio
"DA - Servo Skull - 4th" by Kenneth Hammarstedt