Background:
Cult Leader
Proficiencies: Persuasion, Arcana, 1 gaming set
Equipment: A ceremonial dagger (1d4-1 + Dex Damage, 1.5 Lbs), Raven-feather cloak (+0 AC, 1.5 Lbs), purse of 10gp, 1 gaming set, and 1 item of your cult
Languages: 1 exotic relating to cult, 1 standard
Features:
Cultist Charm:
Twice per day, gain advantage on cult-related persuasion rolls when the item of the cult is equipped.
Dark Arts:
Those persuaded into your cult can receive training from you, and you can level them up in classes that you yourself have experience in up to your level in that class -1.