Not all belief systems on the Wraith Coast are viewed equally. You are part of a group devoted to an unpopular, or perhaps dangerous, deity. Your organization could be the remnant of a cult that remains hidden in the shadows, adherents to Ezreal El, fringe worshippers of Borem, or perhaps devotees of one of the Defiers of the Wicked Harvest. Your cult might be a fringe group of a dominant faith, or you might be the only known worshippers of your deity.
Many cults operate at the edges of society, working in secret to grow their power and swell their ranks as they pay obeisance to the figure they worship. In return, some of the cult’s inner circle receive blessings from their unusual gods.
Downtime: Indoctrination Rituals
By spending multiple days in intense religious rituals, you can indoctrinate attendees into your beliefs and cause. Indoctrination requires at least 5 days (8 hours per day) spent praying, chanting, and performing obeisance to your cult’s deity. At the end of this time, your company earns 2d6 new followers. These followers are commoners devoted to the cult’s leaders. Followers pay 1 gp apiece to the cult each day from their meager wages and obey the orders of the cult’s leadership to the best of their abilities, with some even willing to lay down their lives for the cult. (Use the /dt-indoctrination command)
Company Accomplishments
Your company’s prestige increases whenever you prove your faith and devotion through acts such as the following:
- Inducting an influential person into your cult
- Defeating a rival organization that wants to destroy your cult
- Recovering a relic or religious text important to your deity
- Performing a significant ritual
- Witnessing a manifestation of your god in action
- Consecrating a place of significance to your deity
Prerequisites
Any character can belong to a Cult Assembly company, but the company must include at least one character proficient in the Religion skill.

Tier 1 : Fringe Cult
At this tier, your cult is a small but devoted group of individuals. Gathering in back rooms and dim alleys to hold your services, you have yet to curry the favor of your deity and must keep your organization secret in order to avoid the attention of those who fear your ultimate goals.
Benefits
Life in the Shadows. Your company operates in the shadows, away from the prying eyes of those who find your beliefs unsavory and dangerous, but you can easily find a safe place in slums, abandoned warehouses, derelict factories, and similar locations to convene and practice your faith.
Coded Speech. You and your fellow cultists share a language known only to each other and other members of your faith. You can replace one language you gain from your race or background with a unique language based on your worship. For example, if your cult is devoted to the Protectorate, you might employ complex liturgies, whereas
if you are a traditionalist, your speech might be interwoven with the almost unpronounceable words of your masters. Members of your company should define the nature of your coded language.
Tier 2 : Devoted Following
As your cult grows, you gain more influence and the first inklings of divine attention. Like-minded individuals begin to seek you out, hoping to join your ranks and demonstrate their faith.
Benefits
Acolytes. As your company’s influence grows, you learn of potential new members to induct into the cult. You gain 2d10 new members who serve the cult as aides, guards, and messengers. Acolytes attend important rituals and learn the cult’s secret language. These cultists can have a challenge rating of 1/4 or lower.
Tier 3 : Keepers of the Faith
Upon reaching this tier, your cult has grown to a point where it can compete with the region’s established faith. Although you must still operate in secret, a significant number of the local population either joins you in worship or pays tithes to you out of respect.
Benefits
Faithful Masses. You and your fellow cultists command respect and obedience from a large swath of the local population. You can expect a donation of enough supply to sustain you on your journey (you gain enough supply to sustain you on your estimated journey length prior to leaving), either out of deference to your position or for fear of reprisal from the faithful. Additionally, you gain 2d10 acolytes with a challenge rating of 1/2 or lower.
Tithes. Each month, you receive 3d6 gp per class level as a tithe from the faithful. (Automatically credited each /pc-downtime use)
Tier 4 : Eye of the Gods
When your company reaches this tier, it is among the most significant groups devoted to its god. Your cult’s smaller cells have spread to the far corners of your territory, spreading your faith to new believers. As one of the heads of this hierarchy, you command a faithful legion.
Benefits
Devotion. You and all members of your cult gain advantage on saving throws against being charmed or frightened. You also gain advantage on Charisma (Persuasion) checks made to convince cult members to follow your commands.