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Cult of Fierna

The Cult of Fierna seeks to control the emotions of others and turn them into puppets through magic. Its members, which include acolytes, mages, soldiers, and nobles, can enhance their abilities to manipulate others through spells like charm and suggestion granted by their patron Fierna. Higher ranking cultists gain powers that inspire intense loyalty in others, even allowing them to revive fallen allies in battle.
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0% found this document useful (0 votes)
362 views1 page

Cult of Fierna

The Cult of Fierna seeks to control the emotions of others and turn them into puppets through magic. Its members, which include acolytes, mages, soldiers, and nobles, can enhance their abilities to manipulate others through spells like charm and suggestion granted by their patron Fierna. Higher ranking cultists gain powers that inspire intense loyalty in others, even allowing them to revive fallen allies in battle.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Cult of Fierna

Cult of Fierna Goals: Control over the emotions of others, turning them into puppets
and playthings

Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble,
priest, spy

Signature Spells:
Cantrip: Friends
1st level: charm person
2nd level: suggestion
3rd level: hypnotic pattern

Fierna is a master manipulator. Mortals who desire success in love or who seek to
become beloved leaders at the head of a band of fanatics are drawn to striking bargains
with her. Fierna grants gifts that allow her cultists to manipulate emotions; they gain
increases to Charisma, as well as proficiency with skills such as Persuasion and
Intimidation. In addition, cultists can gain the Infernal Loyalty trait. Cult leaders can
also gain the Loyalty beyond Death trait.

Infernal Loyalty. This creature has advantage on saving throws while it can see a
creature within 30 feet of it that has the Loyalty beyond Death trait.

Loyalty beyond Death (Recharges after a Short or Long Rest). As a reaction when an
ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit
point and gains temporary hit points equal to this creature’s Charisma score + half its
number of Hit Dice.

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