Cultivator

Some seek power through acts of physical strength, some through erudition. Some petition so-called higher powers instead, seeking to channel that power through themselves.

You have chosen another way, a far more pointed way. You have been inducted into — or have woven together for yourself, from bits of lore and subtle hints from prodigies and other, odder things — a path to cultivating your own, inner power, one that is of you and only you.

Along that path you will clash with beasts, spirits, monsters, and fellow cultivators jealous of your power, following a rival philosophy, or simply seeking to thwart you personally.

But if you reach the end of that path?

Immortality.


Cultivator

Prime Requisites: WIS and CHA
Attack: as Cleric
Saves: as Magic-User
Hit Dice: 1d4
Armour Allowed: None
Weapons Allowed: Staff, dagger, and one chosen weapon or object to use as weapon
Languages: Common, Alignment

* Spiritual Weapon: Choose a specific type of weapon (shortsword, spear, dagger, etc). By bonding with a specific example of that weapon, you may treat it as a +1 magical weapon with 1d6 base damage; this bonus increases by +1 at 5th and 10th level. You may select a non-weapon object; in your hands, it now causes 1d6 damage.

At 3rd level, you may use your spiritual weapon to cast a bolt of damaging energy. This bolt has a range of 50′ and does 1d4 damage, increasing to 2d4 at 7th level.

Losing your spiritual weapon requires hunting out a replacement and spending one day and 100gp/level x2 to bond to the new weapon.

There are known tales of cultivators enchanting their spiritual weapons to great effect.


* Sect: All cultivators belong to a sect, whether formally — trained as a member of the sect — or informally, having absorbed the lessons of cultivation from a manual or pieced their path together independently via snips of wisdom and lore. This sect determines an ideal to follow, a ban or taboo, and often a theme or type of thematics for its particular stripe of cultivation philosophy.

Much like knightly orders, cultivation sects can become elaborate and byzantine in their codes, rules and symbols — and clash with rival sects at the drop of a pin, especially over resources and promising new students.


* Spirit Sense: A cultivator has a 2-in-6 chance to sense the presence of a spirit, ghost, otherworldly entity, or similar unearthly being within 40′. This chance increases as the cultivator progresses in level: 3-in-6 at 4th level, 4-in-6 at 8th level, and 5-in-6 at 12th level. From 2nd level, they have a 2-in-6 chance to recognize enchantments, specific otherworldly entities and subjects pertaining to their sect’s specialties.


* Turn Undead: As the Cleric, including the possibility of commanding undead (a specialty of some sects, even). In addition to undead, a cultivator’s sect teaches how to affect a second category of entities, such as far, nature spirits, heavenly or demonic entities, or magical constructs. This second category must be chosen at character creation.

At discretion, with a suitably prepared location or object at hand, a result of destruction can instead be a sealing away of the turned creature.


* Purity of Body: A cultivator sheds more and more mortal weakness as they gain in the refinement of their inner energies (aka rise in level); these changes progress as follows:

1st Level: +1 AC bonus, +2 to saves vs poison and disease
3rd Level: +2 AC bonus, +4 to saves vs poison and disease
5th Level: +3 AC bonus, immune to mundane disease, +4 saves vs poison and magical disease, age at half rate
8th Level: +4 AC bonus, immune to mundane disease, half-effect from poison, +4 saves vs magical poison and disease, age at quarter-rate
12th Level: +6 AC bonus, immune to mundane disease and poison, +6 saves vs magical disease and poison
14th Level: +8 AC bonus, immune to all but the most potent supernatural afflictions, Unaging Immortality


* Magic Item Creation: At 1st level a cultivator may enchant spell scrolls and potions, as per the standard enchanting rules. At 4th level they may enchant protection scrolls. At 8th level, a cultivator may enchant all forms of magic items.


* Flying Sword: Beginning at 6th level, a cultivator may step onto their spiritual weapon and ride it into the skies, flying at a rate of FL 24 (eagle or equivalent). This flight lasts two hours/level. At 8th level, they may bring one passenger along. At 13th level their range doubles and their speed triples.


* Spellcasting: A cultivator has a certain number of spell slots per day with which to cast magic. Spells are memorized from the spell levels accessible (as per cleric spell memorization), selecting daily spells from all those available on the cultivator spell list which are a level which the character can cast. A cultivator may cast a reversed spell without penalty.

Many sects also possess unique, “secret” spells. A character must be taught this spell or otherwise awarded access to it (perhaps on a scroll); these spells are not automatically added to the cultivator spell list.

– Assimilation: A cultivator has a chance of learning a spell not normally on their spell list, treating it as if it was always available. By studying a spellbook or scroll or holy text, there is a 1-in-6 chance of so assimilating the knowledge of the spell. The source is destroyed regardless of success or failure.


* Magic Item Use: A cultivator may freely make use of magic items, save for enchanted armour. This includes spell scrolls intended for other classes.


* Foundation: At 10th level, a cultivator may found a school, attracting 2d6 1st level cultivators. Or, the character may strike out on their own and found their own sect as well, attracting 1d4 would-be student cultivators and 1d8 fighters or thieves — needed extra muscle as rivals will appear and their home sect may be displeased. There is a 50% chance, in either case, of also attracting 1d3 “unusual” petitioners, actually concealed spirits or demons or the like.


A Few Thumbnail Sect Ideas

Forest In Winter
“Be at peace. Be still and measured. Conserve yourself for the moment that you, or others, require your strength.”
– turn elementals
– ban: inciting violence or thoughtless action; flame magic

Whispers
“There is nothing without knowledge. Hoard it like the perfect pearl it is.”
– choose one turning or command category
– ban: destroying texts or allowing them to be destroyed; passing up a chance to educate — or learn a secret

Black Wind
“Do not suffer your enemies to live. Keep them close in death.”
– command undead
– ban: allowing a deliberate slight to go unchallenged

Golden Chain
“Be vigilant, because so few others seem capable of doing so.”
– turn demonic entities
– ban: tolerating undead or demonic forces; excessive wealth or indulgence

XP ProgressionSpell Slots
1st01
2nd25002
3rd50002
4th10,00021
5th20,00032
6th41,00033
7th82,00033
8th182,00033
9th282,00033
10th382,000331
11th482,000332
12th582,0003321
13th682,0004432
14th782,0004432
yeah that’s not a lot of spell slots, arguably; but it’s easier to add than take away
First Level SpellsSecond Level SpellsThird Level SpellsFourth Level Spells
01.Detect MagicPurify Food And WaterSilence 15′ RadiusRemove Curse/Curse
02.Protection From EvilFalse AuraInvisibilityConfusion
03.Light (Darkness)Know AlignmentProtection From Evil 15′ RadiusTemperature Control
04.Read MagicProduce FlameSuggestionHallucinatory Terrain
05.ShieldLevitateClairvoyanceWizard Eye
06.Detect DangerBlindness/DeafnessDispel MagicFear
07.SpookHold Person
08.HypnotismCure Light Wounds
don’t forget sect secret spells (talk to each other, GMs and players!) and also assimilating like a mofo


Some Thoughts


This is kind of …

Dramatically lower-powered than in cultivation fantasy/xianxia fantasy? Damn right it is, those fuckers can practically explode planets by the end of the road in some of those novels. I wanted something that had as many of the highlights and nifty powers I like in those stories, but could also work in a B/X-Basic D&D game.


Not a lot of offensive magic capabilities, though?

Let’s be real here, in the fantasy stories cultivators come from, they’re the stars of the show and they do everything; if I piled a bunch of attack spells and the like in here, they’d beat the magic-user at its own game if not beat the pants off the class in the process. (Basic D&D, remember!)

And there’s a lot of stuff to squeeze in here, which is why I (regretfully) also left off a specific warding-type class feature. (I may change my mind on that at some point.)

That said, if you want to add spells to the class list, there’s space? Or make combat spells various sect secrets!


Actually, Let’s Talk About Sects

If we legit talked about sects my fingers would fall off typing; more importantly, those are a lot more setting-specific even in the source novels (are your sects initiatory, like in the I Shall Seal The Heavens series of novels, or are they also extended families like in Grandmaster of Demonic Cultivation, or …).

Honestly, they’re left as wide open as they are for a reason. Make them as simple or as baroque rules- and roleplay-wise as you want.

You could even borrow some of the many tables of esoteric weirdos under my “factions” tag and change them around to suit, lol.


Did you have to mix in druid and illusionist spells?

I wanted to.

If that really sticks in your craw, or you don’t have any version of those you can crib from, here’s some alternate lists:

First Level SpellsSecond Level SpellsThird Level SpellsFourth Level Spells
01.Detect MagicPurify Food And WaterSilence 15′ RadiusRemove Curse/Curse
02.Protection From EvilESPInvisibilityConfusion
03.Light (Darkness)Know AlignmentProtection From Evil 15′ RadiusContinual Light
04.Read MagicBless (Blight)Protection From Normal MissilesHallucinatory Terrain
05.ShieldLevitateClairvoyanceWizard Eye
06.Detect DangerBlindness/DeafnessDispel MagicLocate Object
07.Hold PortalHold Person
08.Remove Fear (Cause Fear)Cure Light Wounds
honestly you could probably use the find-and-replaced spells anyway, but then the lists possibly aren’t as nice and rollable.
maybe even them out to nearest die if needed?

Risen

You are dead, whoever or whatever you may have been while alive, and obviously so. This hasn’t stopped you, as it turns out; whether curse or faith, accident or deliberate transformation, you are dead but you are still moving by your own will.

There’s great variability in your corpse’s potential appearance, depending on your death, your personal upkeep and grooming habits, your access to talented necrochirurgeons, and so forth: skeletal, fleshy, mummified, a kind of dry rot-like existence, immaculately preserved — withered, waxen, leathery or cold as marble — or any and all combinations of the above and more are possibilities. No matter your looks, however, even if you have not modified or ornamented your corpse you will not be mistaken for a living being.

You also carry your heart with you. Actual transmuted heart? Manifest soul? Tether to the world? All of these? Who can say, save for that last? What’s important is that this glassy bauble, heavy in your hand and kindled with a softly golden light, is what keeps you going — and must not be taken from you. Best keep it safe. Maybe even inside.


Risen

Prime Requisites: CON and WIS
Attack: as Cleric
Saving Throws: as Cleric
Hit Dice: 1d8
Armour Allowed: Any
Weapons Allowed: Any
Languages: Common, Alignment

* Life’s Chains Broken: You do not require food, water or sleep, only four hours contemplation. You are immune to poison, disease, and paralysis.

* The Cold Seeks All: You have infravision to 60′.

* Dead Flesh: As a walking corpse, you cannot heal with rest (dead flesh does not heal) and healing magic has no effect on you. In order to regain lost hit points above 1, you require the attentions of a necrochirurgeon for a day and an expenditure of 1 gp, plus access to 1 hp of corpse material per hit point regained. You may work on yourself, at a rate of 2 hit points per hour’s work, but the material needs are doubled unless you are skilled in necrochirurgery. It is possible to choose to partially restore hit points if there is a lack of funds, materials or time.

* Tethering Heart: A glass-like bauble but so much more than that, heavy and large enough to fill a cupped palm and then some, your heart is key; if it is destroyed, so are you. Putting more than a mile’s distance between yourself and your heart causes discomfort and disquiet; if another creature claims your heart, you will do anything to get it back.

* Rising: You have already died once; it is cursed difficult to put you in the ground again and keep you there. Once reduced to 0 hp you collapse, but will rise again in 1d6 hours unless your heart has been destroyed. Upon rising you have 1 hp and will remain so until the damage to your corpse is seen to (see Dead Flesh).

* Curse Of Unlife: You’re an undead corpse, and that has drawbacks beyond the inability to heal. While you’re not necessarily affected by (un)holy water depending on your personal ethos, you are definitely affected by spells, magic items, divine proclamations and other things that can affect, harm, ward or destroy unliving creatures — and that includes being susceptible to clerical turning and command. You do get a to make a saving throw vs. death magic to resist the results of a turning or command check.

* Grave Gifts: Each risen has their own quirks. Roll twice on the following table:

01. Corpse Medicine: Offer a portion of your remains, from enresinated fluids to powdered bone, to heal another at a 1 : 2 hit point ratio.
02. Grave Armour: Whether dense flesh, strengthened bone or osseous plating, improve AC by 2.
03. Eldritch Sense: Cast Detect Magic once a day.
04. Spectre: Cast Cause Fear once a day.
05. Wardead: Claws, jaws, sharpened phalanges, bony fists or implanted weaponry, attack unarmed for 1d4 damage.
06. Mortuary Sense: 2-in-6 chance to sense other undead within 60′.
07. Devour: Three times a day, regain 1d3 hp from feeding from a corpse directly.
08. Chattering Bone: Ask a corpse or part of one one question, once a day.
09. Ghostlight: Conjure orb of pale-green or blue-white “flame” as a candle, once a day; one hour, or four if conjured into your heart.
10. Vault Cadavre: A portion of your corpse is modified for ease of opening and secure storage, revealing a space that can contain small objects up to a dagger to a waterskin, depending on the location of your vault.
11. Dead Tongue: You may communicate telepathically to any creature within 100′.
12. Grave Will: You are treated as +2 HD when faced with turning or control attempts.

* Ossuary Founder: After reaching 9th level, a risen may establish or build a stronghold or ossuary, attracting 2d6 followers who may be 1st level risen, magic-users or fighters. These followers are devoted, but if they die or are permanently destroyed they are not automatically replaced.


XP Requirements:

01: 0
02: 1900
03: 3800
04: 7600
05: 15,200
06: 31,400
07: 62,800
08: 125,600
09: 225,600
10: 325,600
11: 425,600
12: 525,600
13: 625,600
14: 725,600


Why did you rise?

01. There is something or someone you protected with your life, and now with your death
02. A necromancer got you instead of the zombie they were expecting
03. It was your literal dying wish
04. A wandering traveller blighted — or blessed — you, then vanished
05. You have an oath not yet fulfilled
06. Don’t play around with necromantic rituals you aren’t qualified for, folks
07. They will not have the satisfaction of having killed you
08. This way, you may serve for eternity
09. It was a strange illness; you had no idea just how strange
10. You traded your life for something or someone precious (or you thought so, at the time)
11. Your tomb was disturbed; you didn’t appreciate that
12. You don’t remember how it happened and dearly wish to find out


Some thoughts

01. How about Basic Fantasy, AD&D and the like?

Honestly, I was going to write up entire species stats and then I realized that, since I didn’t want to add prerequisites, there’s no real need for ability score modifiers either.

Besides, when you’re dead, you’re dead. It’s the great leveler. I suppose I could have added “Requirement: Dead” to the BD&D block? But naaah.

Assume movement rates work like a living representative of the species in question unless there’s a good reason not to; apply all the special traits given in the class write-up, including Grave Goods. Unless everyone is cool with the idea, it’s probably best to not carry over special abilities from the risen’s species (if the PC isn’t a human corpse).


02. Level limits?

Nah. If you want to use them, especially as a “species” and not species-as-class, assign them as you see fit; I don’t like level limits, especially with separate species and class, and honestly there’s not a lot of stereotypes I’d apply to a dead dude in order to limit them?

(you bet your arse I’d want to write a risen cleric, say. oh ho ho ho)


03. That’s some convoluted stuff and also why does it take so much to “heal” them and …

That’s the theme I wanted, basically. You’ll keep going, but your corpse is battered and so is what’s animating you, but since it’s all dead matter a clever-handed artisan can restore you in a grand combination of sculpture, leather-and-textile arts and taxidermy. And yes, you can fancy yourself up, because you’re already dead. Be the jeweled saint you want to be in the world, even.


04. That turning stuff is rough, man.

It sure is. I like my thematics and I’m not sorry. A destruction result probably shouldn’t destroy a risen’s heart, though — something for PCs wrangling with risen to keep in mind. Or learn the hard way.


05. Why the “heart”?

Because the image of a corpse carrying this warmly faintly luminous bit of beauty stuck with me and by fuck I was going to use it.