Cult Boons

Devils, Demons, Celestials, Oh no!
Those who follow cults, (ie: cultists,) receive many bonuses (ie: boons) for doing so.

These boons can be as simple as a casting of a cantrip or as complicated as a three-person ritual that turns each of the casters into a singular monster.

Cult of Zenituul
 Goals:  World domination. Power from the shadows. Assassination of high priority targets to cause mass hysteria. Pollution of the material plane with Eternal Void taint.

 Typical Cultist:  Assassin, cult fanatic, cultist, mage, noble, spy, commoner, priest, bandit, and easily brainwashed individuals.

Zenituul cults focus on hiding in the shadows and taking out targets that would continue to spread bloodshed and horror. Zenituul favors those who follow orders without question and those who commit the worst atrocities, all the while never being noticed on a mission. All devotees receive the boon of Grasp of the Void. Those who are most devoted to Zenituul receive the boon of Tentacle Warp. Leaders of cults receive the boon Call of Zenituul.

Boons of Zenituul
Ability Score Adjustment: Up to a +4 bonus to Dexterity, Constitution, or both

Signature Spells: Chill Touch (cantrip), Ray of Sickness (1st level), Shadow Blade (2nd level), Bestow Curse (3rd level)

Grasp of the Void (Once per short or long rest): As an action, the user targets one creature within 30 ft. and causes an ethereal tentacle to burst from a portal within 10 ft. the target. The tentacle has a reach of 10 ft., an attack bonus equal to the user's proficiency bonus plus its Dexterity modifier, and deals 1d4 + the user's Dexterity modifier. On hit, the target is also grappled and restrained.

Tentacle Warp (Once per short or long rest): As a bonus action, An inky black mass appears below the feet of the user. Tentacles burst from the mass and pull the user below, vanishing from sight and reappearing in an unoccupied location up to 120 ft. away as the tentacles pull the user out from the black mass in the new location.

Call of Zenituul (Once per long rest): As an action, the user summons a random creature 1/4th the CR of the user in an unoccupied space. The creature has these changes: This creature is now an aberration and is immune to necrotic damage. The creature is allied to the summoner and follows all commands to the best of its abilities. The user can have an equal number of summoned creatures equal to its proficiency bonus. 8 hours after their summoning, the summoned creatures disappear in puff of horrid smelling black smoke.

Cult of Solias
Goals: Protect the weak and innocent. Destroy evil before it can cause any harm.

Typical Cultist: Warlocks, mages, clerics, acolyte, paladin, defenders of good

Those who would follow Solias tend to be good aligned as they seek out many ways to help the material plane without revealing their actions. Solias looks for those with the strongest wills and the most good in their hearts to make into leaders.

Boons of Solias
Ability Score Adjustment: Up to a +4 bonus to Intelligence, Wisdom, or both

Signature Spells: Light (cantrip), Color Spray (1st level), Calm Emotions (2nd level), Daylight (3rd level)