Cults of Madness (5E)
Cults of Madness (5E)
Cults of Madness (5E)
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Ultraterrestirial Eidolon
Starting at 1st level, you can summon an ultraterrestirial being
spirit bound to your soul. As an action, you can summon
your ultraterrestirial being. The ultraterrestirial appears in an
unoccupied space of your choice you can see within 30 feet
of you. Each creature within 10 feet of the spirit (other than
you) when it appears must succeed on a Dexterity saving throw
against your spell save DC or take 2d10 psychic damage.
STR DEX CON INT WIS CHA the ultraterrestrial that aren’t aberrations have
disadvantage on saving throws, as well as on
14 (+2) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0)
attack rolls against creatures other than the
Saving Throws Dex +4, Con +4, Wis +4 ultraterrestrial being.
Skills Arcana +4 o Alien Anatomy. The ultraterrestrial's multiple
Damage Immunities psychic eyes provide it with all-around vision, and its
Condition Immunities charmed, frightened, misplaced and mutated organs give it a 25%
grappled, prone, restrained chance to ignore critical hits and sneak attack
Senses darkvision 60 ft., passive Perception 12 damage. This increases to 50% at 12th level.
Languages understands the languages you speak o Ambush. On the first round of each combat,
the ultraterrestrial has advantage on attack rolls
Soul Bond. The following numbers increase by 1 against a creature that hasn’t taken a turn yet.
when your proficiency bonus increases by 1: the o Life Link. Half of the damage the
spirit’s skill and saving throw bonuses above, the ultraterrestrial does with its attack heals you
bonuses to hit and damage of its attacks. so long as you are within 30 feet of it. You
can also spend your own hit points to heal
ACTIONS (REQUIRES YOUR BONUS ACTION) the ultraterrestrial on a 1 to 1 basis.
Psychic Seed. Ranged Weapon Attack: +4 to hit, o Out-of-Phase Movement. The ultraterrestrial
range 30 ft., one target you can see. Hit: 1d6 + 2 can move through other creatures and
psychic damage. objects as if they were difficult terrain. Each
creature it moves through takes 5 (1d10)
Maddening Summoner psychic damage; no creature can take this
At 6th, 10th and 14th level, you may select one of the damage more than once per turn. The
following options for your ultraterrestrial: ultraterrestrial takes 5 (1d10) force damage if
• The ultraterrestrial no longer requires to your it ends its turn inside an object.
bonus action to use its action and also gains the o Psychic Mirror. If the ultraterrestrial takes
following trait: psychic damage, each creature within 10
o Extra Tentacles. The ultraterrestrial can make feet of the ultraterrestrial takes that damage
two attacks from the options available to it. instead; the ultraterrestrial takes none of the
Feigned Faithfulness
At 3rd level, you become proficient in the
Deception and Intimidate skill. If already
proficient, you double your proficiency bonus.
Schismatic Judgement
Starting at 7th level, you come to suspect all
religions and their servants of hidden perfidy.
When you use your divine smite against a
celestial, fiend, or a creature capable of casting
divine spells, you add 1 point to each die of
damage your divine smite deals. In addition,
Channel Divinity - Judgement your contrarian heterodoxy makes you a bitter
At 3rd level, you gain the following Channel Divinity options. enemy of many you once called friend, and you add one extra
As a bonus action, you pronounce judgement on your die of damage when you use your divine smite against a
enemies. Pick one of the following effects which last for 1 creature of your former faith.
minute. The benefits are increased by 1 when used against an At 18th level, this becomes a 30-foot aura that affects any
orthodox adherent of your former faith. All bonuses increase other adherents of your heretical views.
by 1 at 9th level, 13th level and 17th level.
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Light of Revelation
Ultravision At 10th level, as a bonus action you can create a pale light,
Starting at 6th level, an iridic mage you can usually violet, blue, green, or amber, emanating
permanently sacrifice one spell slot of each spell in a 30-foot cone-shaped spread from your
level you are capable of casting (not including bonded sign that lasts 1 minute per level
cantrips) in order to mystically enhance your and usage does not have to be continuous.
vision. These enhanced visual abilities are The light can penetrate most barriers, but
gained in the following order each time a it is blocked by 1 foot of stone, 1 inch of
spell slot is sacrificed. These abilities are common metal, a thin sheet of lead, or 3
extraordinary and not spells even if they feet of wood or dirt. For the duration,
duplicate spells or magical effects. you know if there is an aberration
within 30 feet of you, as well as the
where the creature is located
• 1st-level spell: Permanent low-
and the number of individuals
light vision (or can see out
and the condition of the
to three times the
healthiest specimen. The
normal distance in
condition is determined by
dim light)
one of the following – if
• 2nd-level spell: multiple conditions are
Darkvision 60 feet met the weakest of the
(or increase the two are revealed:
range of existing
darkvision by 60
feet). • Normal: Has at
least 90% of full normal
• 3rd-level spell: Attack
hit points, free of disease.
rolls by invisible
creatures do not have • Fair: 30%
advantage against you, to 90% of full normal hit
and you have advantage points remaining.
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Sacrificial Power
You can empower your magical energies by drawing forth
the life force of other people, you gain the following benefits:
• You increase your Charisma, Intelligence, or Wisdom
score by 1 to a maximum of 20.
• When you strike the killing blow on a creature using
a spell effect you may add another die of damage or
increase the DC of your next spell by 1.
Sacrificial Summons
The lives of others are nothing but fuel for your appetite
for communing with creatures from beyond, you gain the
following benefits:
• You increase your Charisma, Intelligence, or Wisdom
score by 1 to a maximum of 20.
• When you strike the killing blow on a creature using a
spell effect, your next summoning spell (any spell that
calls another creature to your aid) is effectively one
level higher for determining the number or Challenge
of the creature(s) you can summon. This level increase
is cumulative but must be used within 1 minute.
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FEARFUL RAPTURE
4th-level enchantment
Classes: bard, cleric, paladin, warlock
Casting Time: 1 action
Range 30 ft.
Components V, S
Duration Concentration, up to 1 minute
You unleash a surge of emotion in a 30-foot cone that cows
your enemies and simultaneously inspires your allies with
your awesome power. Living enemies within the area are
affected as fear on a failed Wisdom saving throw. Living allies
gain a +1d4 bonus to attack rolls and saving throws against
being frightened. In addition, any ally currently frightened
gains a new saving throw to break the effect. This has no
effect if the original effect did not allow a saving throw.
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SHROUD OF STARS
8th-level illusion (mythos)
Classes: sorcerer, warlock, wizard
CREATURE
Casting Time: 1 action TEMPLATES
Range: Self
Components V, S, F (a black silken and velvet mask studded A variety of mythos creatures already exist in the game, as
with crushed black and star sapphires - 1000 gp) described in the Mythos Spells and Creatures section. In
Duration: 10 minutes addition, the following templates can be used to convert
You cloak yourself in a cosmic curtain, your silhouette filled ordinary creatures into alien horrors. The alien template is an
with inky blackness and swirling celestial bodies. While otherworldly analogue to the celestial and fiendish creatures
your outline is unchanged, the details of your appearance that reside on the upper and lower planes. The embryonic
cannot be seen while so glamered. Attacks against you have creature template takes an existing alien beast and shrinks it
disadvantage. You gain darkvision out to 30 feet (or double into a grotesque parasite that can bond with another creature
your darkvision if you already have it) and if outdoors at as a terrifying symbiote.
night you regenerate 2 hit points per round so long as you
have 1 hit point.
The shroud of stars renders you immune to effects that
ALIEN
An alien creature is an otherworldly analogue for a commonly
generate light or darkness or impose the charmed condition
known creature, a native of distant planets and the dark places
as well as granting resistance to radiant and necrotic damage.
between the stars. Alien creatures are typically misshapen and
In addition, if a spell of these types includes you in its area
mutated, with masses of gelid tissue, bulbous eyes in various
of effect, as a reaction you can make a spell attack roll against
positions around their bodies, sagging skin, asymmetrical limbs,
a DC equal to 10 plus the caster level of the effect. With a
and a savage disposition. A beast, humanoid, giant, monstrosity
successful check, the entire effect is harmlessly absorbed by
or plant can become an alien. When a creature becomes an
the shroud of stars. However, this reduces the remaining
alien, it retains all its statistics except as noted below.
duration of the shroud of stars by a number of rounds equal
to the level of the absorbed spell. You can attempt to absorb
existing effects of these types as an action, but the DC is Type: The creature's type changes to aberration, and it
increased to 15 plus the creator's caster level. gains the mythos subtype.
The shroud of stars also protects you from the harmful Challenge: Use the guidelines in the 5E Gamemaster's
effects of all prismatic spells, and a successful spell attack roll Guide to recalculate the rating after you apply the template.
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