Cult Faction Template¶
Alignment: Neutral Evil (varies by theme) FR Range: 1–5
A cult is a hidden faction. Where the City Guard is the public face of authority, the Cult operates beneath one — a respectable temple, a charity, a salon, a mercantile house, a healer's guild. The cult's strength is concealment: members are dispersed through the city under cover identities, and the lair sits below or behind the cover building.
Faction Ratings¶
| Faction Rating | Leader Formations | Core Formations | Support Formations* | Lair Areas* | Lair Features | Treasure |
|---|---|---|---|---|---|---|
| 1 | — | 1 | 2 | 4 | 2 | 1 hoard (CR 0–4) |
| 2 | — | 1d2 | 2 | 6 | 4 | 1 hoard (CR 0–4) |
| 3 | 1 | 1d4 | 3 | 8 | 6 | 2 hoards (CR 0–4) |
| 4 | 1 | 1d4+2 | 4 | 10 | 8 | 1 hoard (CR 5–10) |
| 5 | 1 | 1d4+4 | 5 | 12 | 10 | 2 hoards (CR 5–10) |
* Baseline counts. The chosen theme adds more support formations and more lair areas; some lair features in Step 5 also add lair areas (those tagged (new Lair Area)).
Step 1 — Choose Theme¶
Choose one theme at creation. The theme defines the cult's patron, its summoned or bound minions, and the flavor of its inner rituals. Record the theme on the record sheet.
- Demonic Cult — worships a demon lord; sacrificial, frenzied, prone to summoning chaos.
- Necromantic Cult — worships death and undeath; the Hierophant aspires to lichdom.
- Eldritch Cult — worships an aberration or Far Realm entity; obsessed with forbidden knowledge.
- Infernal Cult — worships a devil; bargains, contracts, and bound infernal servants.
Step 2 — Determine Formations¶
Use the Faction Ratings table for counts. Each formation type below occupies one row of the record sheet's Formations table.
Core Formations¶
Cultist Coterie FR 1 — base
Cultist Coterie Formation (CCF): 1 Cult Fanatic and 5 Cultists. Roll the number of CCFs per the Faction Ratings table.
Support Formations¶
Acolyte Cell FR 1 — base
Acolyte Cell Formation (ACF): 4 Acolytes. The acolytes serve as cult lieutenants: minor spellcasters, healers, and ritual assistants. Gain 1 ACF at FR 1, 1 at FR 2, 2 at FR 3, 2 at FR 4, 3 at FR 5.
Public Face FR 1 — base
Cover Front Formation (CFF): 1 Commoner who acts as the cult's public face. For each CFF, choose a domain the cover identity occupies (e.g., a respected temple, a healer's guild, a mercantile front, a salon, a charity, a sect of a recognized religion). The Public Face does not fight; its value is concealment, recruitment ground, and tribute flow. Gain 1 CFF at FR 1, 1 at FR 2, 2 at FR 3, 2 at FR 4, 3 at FR 5.
Sacrificial Rite FR 1 — Demonic theme
Gain 1 support formation pick from the Demonic options below.
Greater Pact FR 5 — Demonic theme
Gain 1 additional Demonic support formation pick (2 total). The additional pick may select an option already chosen.
Demonic Support Formation Options:
- Quasit Familiars (QFF): 1 Cult Fanatic and 2 Quasits
- Dretch Swarm (DSF): 4 Dretches
- Berserker Choir (BCF): 4 Berserkers
- Vrock Patron (VPF): 1 Vrock
Embalmer's Rite FR 1 — Necromantic theme
Gain 1 support formation pick from the Necromantic options below.
Death's Apex FR 5 — Necromantic theme
Gain 1 additional Necromantic support formation pick (2 total). The additional pick may select an option already chosen.
Necromantic Support Formation Options:
- Skeleton Honor Guard (SHF): 4 Skeletons and 1 Cultist commander
- Zombie Mob (ZMF): 8 Zombies
- Ghoul Pack (GPF): 3 Ghouls
- Wraith Patron (WPF): 1 Wraith
Mindwarp Rite FR 1 — Eldritch theme
Gain 1 support formation pick from the Eldritch options below.
Patron's Manifestation FR 5 — Eldritch theme
Gain 1 additional Eldritch support formation pick (2 total). The additional pick may select an option already chosen.
Eldritch Support Formation Options:
- Mind-Touched Acolytes (MTA): 4 Acolytes whose long study of forbidden texts grants advantage on saves against psychic damage
- Tentacle Thrall (TTF): 1 Otyugh bound by ritual to obey the Hierophant
- Will-o'-Wisp Cluster (WWF): 4 Will-o'-Wisps drawn to the cult's psychic emanations
- Aboleth Patron (APF): 1 Aboleth
Pact-Signing FR 1 — Infernal theme
Gain 1 support formation pick from the Infernal options below.
Greater Compact FR 5 — Infernal theme
Gain 1 additional Infernal support formation pick (2 total). The additional pick may select an option already chosen.
Infernal Support Formation Options:
- Imp Familiars (IFF): 1 Cult Fanatic and 1 Imp
- Spined Devil Patrol (SDP): 4 Spined Devils
- Bearded Devil Pair (BDP): 2 Bearded Devils
- Hell Hound Pack (HHP): 4 Hell Hounds
Leader Formation¶
Hierophant FR 3 — base (all themes)
Hierophant Formation (HFF): 1 Priest plus 1 CCF and 1 of your support formations. The Priest carries a holy symbol of the patron, a ritual dagger, and robes of office.
Mystic Ascendance FR 5 — base (all themes)
The Hierophant has consolidated enough power to channel the patron's magic at a higher level. Replace the Priest in the HFF with a Mage. The Mage carries the same regalia plus a spell focus aligned with the patron (a rod, crystal, or orb).
Step 3 — Record Treasure¶
Use the Faction Ratings table for the number and CR of hoards. Roll each on the DMG hoard tables and assign a roman numeral.
Hierophant's Regalia FR 3 — base
The Hierophant (in HFF1) carries a holy symbol of the patron, a ritual dagger, and robes of office. At FR 5 the Hierophant also carries a spell focus aligned with the patron.
Enhanced Regalia FR 5 — base
Gain 2 items from Magic Item Table B and 1 item from Magic Item Table C.
(There are no theme-specific treasure features. Theme adds creature support and lair flavor, not gear.)
STOPPING POINT — If no lair is needed, the faction is ready for play. (A cult may be entirely diaspora — scattered cells with no central lair. In that case, use only the Public Face formations and skip the lair entirely.)
Step 4 — Determine Lair Areas¶
Higher FRs include all lower-FR areas. Use the base areas plus your chosen theme's areas; ignore the other themes' entries.
Hidden Entrance FR 1 — base The concealed way into the cult lair: hidden behind a movable bookcase, under a trapdoor, through a sewer grate, or down a stair behind the front building. Members enter by a coded sign or password.
Sanctum FR 1 — base The inner worship hall where members gather for regular service: a raised altar at the back, mismatched seats arranged in concentric rings, banners and patron sigils hung from the walls.
Acolyte Cells FR 1 — base (may be duplicated) Small dormitories where the newest cultists sleep and study: thin pallets, scriptures bound for memorization, oil lamps for late vigils.
Summoning Chamber FR 1 — Demonic A chamber walled in pentagrams and circles meant to bind what comes through them: ash and chalk on the floor, blood spatter on the wall, candle wax cooling in pools. Pre-loaded: contains Feature H (Summoning Glyph — see Step 5).
Crypt Chamber FR 1 — Necromantic A low vaulted chamber lined with niches: each niche holds a bone, a skull, or a partially preserved corpse, and the air is cold even in summer. Pre-loaded: contains Feature G (Skeletal Sentinels — see Step 5).
Mindwarp Chamber FR 1 — Eldritch A room where the walls do not quite meet at right angles and the eye keeps tracking sigils that aren't there: eye motifs carved repeatedly, scratched geometry on every surface. Pre-loaded: contains Feature G (Maddening Glyph — see Step 5).
Contract Chamber FR 1 — Infernal A working office where pacts are drawn up and signed: a heavy desk, racks of quills and inkpots, vials of blood and rolled parchment, a brass scale on the corner. Pre-loaded: contains Feature G (Infernal Brand — see Step 5).
Initiation Chamber FR 2 — base A small ritual room where new converts undergo binding rites: an altar smaller than the Sanctum's, a stone basin for the blood oath, scrolls of binding hung along the walls.
Blood Altar FR 2 — Demonic A stone altar darkened by years of offerings: gutters carved into the rim that drain to a basin below, hooks suspended above for the offering. Pre-loaded: contains Feature G (Sacrificial Brazier — see Step 5).
Embalming Room FR 2 — Necromantic A working chamber where the cult prepares its dead for raising or veneration: a stone table, jars of preservative, hooks and pulleys for moving bodies, the smell of camphor and old blood.
Tablet Vault FR 2 — Eldritch A locked archive holding scriptures written in tongues no human should know: stone tablets, slabs of inscribed slate, rolled scrolls in tubes of polished horn.
Bargain Hall FR 2 — Infernal A receiving chamber where mortal visitors negotiate with the cult: comfortable chairs, a side table of refreshments, the patron's sigil discreet but unmissable above the mantel.
Records Library FR 3 — base The cult's archive of member rolls, tribute records, and ritual texts: shelves of bound ledgers, scrolls in pigeonholes, the smell of ink and parchment, a lamp burning all night.
Hierophant's Quarters FR 3 — base The Hierophant's private chamber and command post: a heavy desk strewn with letters and dispatches, a comfortable bed, the patron's symbol mounted on the wall behind the desk.
Vault FR 4 — base A locked treasury chamber holding the cult's wealth, ritual components, and bound texts: heavy chests, racks of ceremonial regalia, the air cool and dry.
Sacrifice Pit FR 4 — Demonic A deep pit at the heart of the lair where victims meet their end: walls scored from desperate climbing, the floor stained dark, an iron grate above through which the Hierophant watches.
Ossuary FR 4 — Necromantic A chamber of bones stacked floor to ceiling, sorted by type and size: skulls along one wall, long bones along another, ribs and small bones filling alcoves.
Whisper Tower FR 4 — Eldritch A tall narrow chamber rising through the lair where voices echo from above: cult sages stand listening with bowls held to catch the patron's words. Pre-loaded: contains Feature H (Whisper Stones — see Step 5).
Branding Chamber FR 4 — Infernal A small chamber where the cult brands new initiates with devil-sigils: a brazier of coals, a rack of irons, a chair with restraints. Pre-loaded: contains Feature I (Bound Imp — see Step 5).
Sanctified Hall FR 5 — base The apex ritual space, reserved for the cult's greatest rites: a circle inscribed in the floor wider than the Sanctum, hooks suspended for ritual implements, the air thick enough with incense to taste.
Demon Door FR 5 — Demonic (limit one per lair) A sealed portal worked into the deepest wall, said to lead somewhere the demon lord can answer through: the door bleeds slow drops of black ichor, and even sealed it makes the lamp flames waver. Pre-loaded: contains Feature J (Vrock Patron — see Step 5).
Tomb of the Hierophant-in-Waiting FR 5 — Necromantic (limit one per lair) A prepared mausoleum holding the empty sarcophagus meant for the Hierophant's eventual undeath: graveclothes folded, embalming kit arranged, a phylactery vessel on a shelf. Pre-loaded: contains Feature J (Wraith Patron — see Step 5).
Patron's Vault FR 5 — Eldritch (limit one per lair) A deep chamber where the cult's patron sleeps, hangs, or is summoned: the walls strange to the touch, the air heavy with something other than air. Pre-loaded: contains Feature J (Cloaker Patron — see Step 5).
Throne of Pact FR 5 — Infernal (limit one per lair) A formal hall built for the patron's manifestations: a high seat of black wood and brass, a brazier kept lit on either side, a circle of binding inscribed in the floor before the seat. Pre-loaded: contains Feature J (Bearded Devil Pair — see Step 5).
(Optional) Add one or two Urban Lair: Exotic Areas (see Random Tables document) — such as a hidden chapel within a cathedral, a passage through the sewers, or a forgotten root cellar.
Lair Environment¶
Fill the Lair / Terrain / Walls & Ceilings / Senses / Lighting row on the record sheet using the block for your chosen theme.
Demonic
A subterranean sanctum below a respectable building, often a chapel or charity above; the cellar of sacrifice.
- Lair: sub-basement beneath the cover building
- Terrain: city street above, sewer access often nearby
- Walls & Ceilings: stone scored with sigils, wax dripping from rafters, scrawled blood diagrams on the plaster
- Senses: incense and burning candle wax, faint smell of sulfur, distant chanting carrying through the floors
- Lighting: dim, with candles burning constantly along the walls
Necromantic
A hidden mausoleum or catacombs beneath a graveyard or mortuary; the cold under the city.
- Lair: catacombs or hidden mausoleum
- Terrain: cemetery, mortuary, abandoned crypt
- Walls & Ceilings: cold stone thick with dust, niches holding bones, funereal carvings worn smooth by hands
- Senses: faint smell of decay and embalming fluid, dust, the silence of a held breath
- Lighting: dim, with cold candles throwing blue and pale yellow light
Eldritch
A chamber hollowed beneath a salon or scholar's residence; alternately, an underwater grotto for aboleth-aligned cults.
- Lair: chamber beneath a respectable scholar's residence or salon
- Terrain: city street, scholar's library above, or coastal cavern
- Walls & Ceilings: eye sigils carved repeatedly, scratched geometry that does not resolve, ceilings that do not meet at right angles
- Senses: faint psychic hum, the smell of brine or ozone, silence broken by whispers from no source
- Lighting: dim, with lanterns burning oils that flicker in patterns suggesting eyes
Infernal
A basement office beneath a legal practice, mercantile house, or library; the comfortable corruption of the lawful.
- Lair: basement office beneath an above-board respectable practice
- Terrain: city street, the lower floors of a tall and respectable building
- Walls & Ceilings: paneled wood with brass fittings, ledgers stacked along walls, glyphs woven discreet into the rug
- Senses: tobacco and brimstone, ink and parchment, the faint smell of brass polish
- Lighting: warm, with oil lamps and brass chandeliers; comfortable and professional
Step 5 — Determine Lair Features¶
Pick 2 features per FR from the Base Lair Features below. You may choose the same feature more than once. Then read your chosen theme's Additional Lair Features (G–J). Some theme areas come pre-loaded with one of these, noted at the end of each theme list. Pre-loaded features do not count against the Lair Features count in the Faction Ratings table.
Base Lair Features (all themes)¶
A — Hidden Symbol [Secret] Find: Investigation DC 16. Effect: a small cult sigil hidden in plain sight — carved into a pillar, hidden in molding, painted onto a single tile. Members recognize it as signal or recruitment cue.
B — Coded Lock [Defense] Find: Investigation DC 18 to deduce the code from observed members. Save: Thieves' Tools DC 20 to force. Effect: opens only to a coded phrase or gesture.
C — Acolyte Lookout [Guardian] Effect: disguised as a clerk, cleaner, or street vendor; raises alarm at first sign of trouble. Alert via passive Perception 10. Reference: MM, Acolyte (CR 1/4).
D — Ritual Circle [Hazard] (new Lair Area) Effect: a magical circle surging with patron's magic during ritual; intruders during a ritual take 2d6 psychic damage and gain disadvantage on saves against cult spells while standing within it.
E — Alarm Censer [Alarm] Effect: incense whose smoke changes color when disturbed; cult members elsewhere in the lair recognize the signal and respond.
F — Hidden Passage [Secret] Find: Investigation DC 18. Effect: a concealed door or tunnel leading from the lair to safety (sewer, neighboring building, rooftop, street). Used for escape.
Demonic — Additional Lair Features¶
G — Sacrificial Brazier [Hazard] Save: DEX DC 14. Effect: 2d6 fire damage on contact. When a sacrifice is performed, cult formations within 30 ft gain advantage on their next attack roll.
H — Summoning Glyph [Trap] (new Lair Area) Save: CHA DC 14. Effect: releases a Dretch onto the triggerer; the dretch attacks any non-cultist on sight. Reference: MM, Dretch (CR 1/4).
I — Cursed Mark [Hazard] Effect: an unwary touch leaves the victim with a cult-mark; for 24 hours, cult members anywhere in the city can detect the marked person at any distance.
J — Vrock Patron [Guardian] (new Lair Area) Effect: a Vrock perched in a vaulted chamber; alert via passive Perception 11. Reference: MM, Vrock (CR 6).
Pre-loaded: Summoning Chamber contains Feature H. Blood Altar contains Feature G. Demon Door contains Feature J.
Necromantic — Additional Lair Features¶
G — Skeletal Sentinels [Guardian] (new Lair Area) ×2 Effect: 2 Skeletons standing motionless in niches until triggered; alert via passive Perception 9. Reference: MM, Skeleton (CR 1/4).
H — Necrotic Glyph [Trap] Save: CON DC 14. Effect: 2d6 necrotic damage; the victim's maximum HP is reduced by the damage taken until they finish a long rest.
I — Corpse Cache [Secret] Find: Investigation DC 16. Effect: hidden bodies kept for raising; if discovered and burned, disrupts necromantic rituals for 1 week.
J — Wraith Patron [Guardian] Effect: a Wraith hovering in a sanctified chamber; alert via passive Perception 12. Reference: MM, Wraith (CR 5).
Pre-loaded: Crypt Chamber contains Feature G. Tomb of the Hierophant-in-Waiting contains Feature J.
Eldritch — Additional Lair Features¶
G — Maddening Glyph [Trap] Save: WIS DC 14. Effect: on failure, the victim suffers short-term madness for 1 minute (roll on the DMG Short-Term Madness table).
H — Whisper Stones [Alarm] Detect: Stealth DC 18 to cross silently. Effect: psychic warning broadcast to all cult sages within 1 mile.
I — Will-o'-Wisp [Guardian] (new Lair Area) Effect: 1 Will-o'-Wisp leading intruders deeper toward hazards; alert via passive Perception 11. Reference: MM, Will-o'-Wisp (CR 2).
J — Cloaker Patron [Guardian] Effect: a Cloaker clinging to the rafters or ceiling; alert via passive Perception 13. Reference: MM, Cloaker (CR 8).
Pre-loaded: Mindwarp Chamber contains Feature G. Whisper Tower contains Feature H. Patron's Vault contains Feature J.
Infernal — Additional Lair Features¶
G — Infernal Brand [Hazard] Effect: touching the brand sears flesh with hellfire — 2d6 fire damage and the victim cannot remove the mark for 7 days. Cult members can detect the marked at any distance during that week.
H — Hellfire Glyph [Trap] Save: DEX DC 14. Effect: 2d6 fire damage on the triggerer; the floor remains scorched and may ignite oil or fabric.
I — Bound Imp [Guardian] (hidden) Effect: an Imp turned invisible and stationed; strikes with sting then withdraws to invisibility. Reference: MM, Imp (CR 1).
J — Bearded Devil Pair [Guardian] (new Lair Area) ×2 Effect: 2 Bearded Devils flanking a chamber's entrance; alert via passive Perception 10. Reference: MM, Bearded Devil (CR 3).
Pre-loaded: Contract Chamber contains Feature G. Branding Chamber contains Feature I. Throne of Pact contains Feature J.
Step 6 — Generate the Map¶
- Roll or choose a faction history and a faction goal from the Urban Faction History and Urban Faction Goals tables (see Random Tables document). Note both on the record sheet.
- Drop 4d6 on the map sheet. Assign the highest die to the Hidden Entrance. Assign Sanctum, Acolyte Cells, and your theme's FR 1 area to the remaining three dice in any order. Use each die's value for floor: 1–2 = Sub-Basement (S), 3–4 = Basement (B), 5–6 = Ground (G). Write the area name and floor letter next to each die.
- (FR 2+) Drop 2 more d6 for the FR 2 areas — Initiation Chamber and your theme's FR 2 area. Sub-Basement floor is typical for both.
- (FR 3+) Drop 2 more d6 for Records Library and Hierophant's Quarters. Hierophant's Quarters is usually on the Sub-Basement floor for privacy.
- (FR 4+) Drop 2 more d6 for Vault and your theme's FR 4 area. Both belong on the Sub-Basement floor.
- (FR 5+) Drop 2 more d6 for Sanctified Hall and your theme's FR 5 area. The theme's FR 5 area is the cult's deepest secret — Sub-Basement, often behind concealed doors.
- If any lair areas remain — duplicate Acolyte Cells, optional exotic areas, new areas added by features in Step 5 — drop d6 for each and assign them in any order.
- Connect all areas with stairs, corridors, and concealed doors. The Hidden Entrance connects to a ground-level cover space (front building) on one side and to the cult lair below. Cult formations defend deeper rooms more heavily than shallower ones.
- Assign Treasure to lair areas on the map. Hoards are typically in the Vault and the Hierophant's Quarters; ritual components are spread across Sanctum, Initiation Chamber, and theme areas.
- Assign Lair Features to lair areas on the map (mark each with its letter). Pre-loaded theme features go in their pre-loaded areas automatically.
- Assign Formations so that about half of lair areas have a Formation. Public Face formations are not in the lair — record them as out, each tied to its cover identity in the city. Remaining combat formations cycle between the lair and patrols or external operations.