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The Cultist - A Dungeon World Playbook
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The Cultist - A Dungeon World Playbook

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There are things that the mightiest wizards dare not speak of, and even the gods themselves dare not confront: Great Cthulhu, the Black Goat, the Crawling Chaos, the Unspeakable One.
It is said that long ago They ruled and terrorized the world, possibly even other worlds and dimensions. Something must have happened to Them, because all that remains now are cyclopean ruins, servitor races, and sanity-eroding records. They slumber in death-like states, or are imprisoned outside of space and time.

For now.

They stir in Their sleep. They test the boundaries of Their prisons. Eventually They will wake and free themselves. Eventually They will return. What then? Will They crush the cities of man underhoof, devouring everyone they find? Will the world be transformed in accordance to Their whims, or will it be reduced to a blackened cinder?

The only sure thing is that They’re going to win, and it’s better to be at Their side then in Their path. Granted They’ll likely crush or devour you anyway, but it can’t hurt to hedge the odds in your favor.

Given all the other Lovecraftian content I've created over the years, I'm honestly surprised it took us this long to make a cultist class. You start out being able to requisition resources from your cult, summon monsters, perform dark rituals, and knowing things that people just shouldn't know.

As you level up you get to choose how you grow: do you become more influential in your cult; do your monsters become bigger and better; do rituals become easier to pull off; do you delve ever deeper into secrets best left forgotten?

In addition to a revamped character sheet layout (I had to in order to fit everything on the sheet), there's also a digest-sized pdf that includes:

  • The cultist (obviously), along with 20 advanced moves.
  • Some new bits of gear, including magic scrolls that anyone can use, and an ancient tome that lets you uncover forgotten or unknowable secrets at the possible cost of your sanity.
  • Two magic items: the flute of the outer servitor and silver key.
  • The child of the goat compendium class.
  • Four Lovecraftian monsters: the dark young, flying polyp, hound of Tindalos, and thulhid.
  • A deeper look at your cult, cultist moves, and items.
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Reviews (5)
Discussions (2)
Customer avatar
Umberto M September 08, 2019 4:42 pm UTC
Hi, I'd like to understand a few things:
1) In the "summon monster" move, is it possible to choose the same thing several times? if yes, does it apply to everything or only to certain choices (for example, could we take the HP increase several times)?
2) In the "summon monster" move, does the HP increase add to the creature's initial HP or not (ex: 11 HP at the tenth level)?

I congratulate you for specifying the usefulness of the above move; seems little but makes all the difference in the world.
Customer avatar
Jacob R February 13, 2015 11:52 pm UTC
This is the second time you've posted a product with an identical product name to one that already exists on this very website, dude. Why are you doing that. It even has a Dark Ritual move that is 90% identical.
Customer avatar
David G February 14, 2015 5:43 am UTC

1. This class was chosen by popular demand (winning just ahead of the oni, which is next on our roster). The poll was posted in the Dungeon World Tavern, a community that last I'd seen you were a part of. You, and what you do/have done, had nothing to do with it.

2. The cultist archetype (and even the witch) aren't exactly...unique. What? Did you think that just because you wrote a cultist and witch class, that no one else could (or should)?

3. After IW I don't really pay any attention to you or what you're doing. This class was made because people suggested it, and it was only part of the initial poll because I'm a fan of Lovecraft's work. Again, that's it: you're simply not important enough to warrant my attention.

4. The product title follows the same naming convention as the rest of my stuff. Why aren't you complaining about that?

5. The dark ritual move, like the cultist and witch archetype, is not exactly a unique name. The mechanics...See more
Customer avatar
Christon S February 14, 2015 5:41 pm UTC

Seriously Dude, you need to understand that if you step into a creative arena that there is this thing called competition, and that you have zero claim on the words Witch or Cultist. And while there may seem to be similarities (because the draw from the same lore sources) there has been zero copying by David and Melissa of your material.

I mean seriously... are you going to claim that YOU were the one to think of calling a ceremony that a cultist like wizard does a Dark Ritual? Cause I think Magic the Gathering might have something to say about that... or probably Moorcock or Howard, or lots of other pulp writers.

If you are so concerned about this, try writing/producing better material, that is how you deal with competition... not whining like a XXX about it.
Customer avatar
Christon S February 14, 2015 5:42 pm UTC
lol... Drive Thru for censoring me.
Customer avatar
James N February 25, 2015 9:36 pm UTC
Sigh. I know I'm going to regret sticking my head into this, but whatever. Firstly, I have bought playbooks from both you and Jacob (and probably will again in the future), so I have no dog in this fight. But I disagree with you. Not that Jacob has some innate 'claim' to the name 'Cultist' or whatever, but simply that, as someone who buys *waaaay* too many playbooks, I get *very* frustrated over having multiple playbooks called the same - off-hand, I vaguely recall that I have something like 3 'Shaman' playbooks (so yes, this is far from being just about you), and trying to remember which is which (since I rename all my files to be neatly organised in their folder) is trial-and-error.

For all its flaws, there's a reason (probably more than one) trademark law exists - to prevent confusion around multiple products with identical/similar names in a given market niche existing simultaneously. I'm *NOT* saying that trademark law does or should apply here, merely that the issue I'm raising is so common...See more
Customer avatar
David G March 10, 2015 4:52 am UTC

When it comes to a VERY common archetype sorry, but we're not going to make a class that is based on an actual witch, but then call it something different because someone else made something else and ALSO happened to call it a witch. I suspect all those people making shamans for whatever reason felt the same way.

I don't, and won't begrudge them. In fact, I welcome anyone else that wants to make a witch or cultist (or pirate, or bard, or psion). As I've said elsewhere, I don't expect our witch (or cultist, or pirate, or bard, or psion) to satisfy everyone: the more the merrier. Just call them Witch_01, Witch_02, or whatever is needed to differentiate them.

(As a quick aside, my contempt stems partially from lying about copying/stealing content. I suspect most would understandably have a similar reaction.)
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This title was added to our catalog on February 13, 2015.