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Killer idea - The Acolyte

NuclearBurritoNuclearBurrito Member Posts: 6,807
edited July 2020 in Creations

The Acolyte

Lore - A loyal worshiper of the Entity even before being pulled into the fog the Acolyte is very used to making sacrifices.

Weapon - Ornamental Dagger + Blood vial (when hitting a survivor he has an animation of the blood dripping into a vial

Movement Speed - 115%
Terror Radius - 32 meters
Height - Short

Power: Blood Ritual - Every time the Acolyte hits a survivor he gains a blood token. He can channel M2 (2 seconds) to expend 2 tokens in order to call upon the entity's favor giving him a choice of 3 essence orbs: Green, Red and Blue which can be selected from simply by looking at the appropriate orb and pressing M1.

Once an Orb is obtained pressing M2 again will consume the currently held orb which will grant you a temporary Absorption buff depending on the color of the Orb used for 20 seconds and then a permanent Essence buff also dependent on the color when the duration runs out. Each Essence buff may be collected multiple times and stacks with itself indefinitely.

The effects are:

  • Green - Increase your movement speed by 0.2 M/S and your vault speed by 20%. Essence effect - Increase your movement speed by 0.04 M/S
  • Red - Increases your pallet and generator breaking speed by 25% and decreases your Successful Attack recovery by 50%. Essence effect - Increase your pallet and generator breaking speed by 5%
  • Blue - Decreases your terror radius by 10 meters and increases your Lunge duration by 0.2 seconds. Essence effect - Decreases your terror radius by 10%.



  • Cursed branch: Start with 1 Green essence
  • Blood stained cloth: Start with 1 Red essence
  • Unopened letter: Start with 1 Blue essence
  • Talisman: Slightly increases summoning speed (-0.25 seconds)


  • Alm of Haste: Moderately increases the absorption vault speed increase of green orbs. (+5% vault speed )
  • Alm of Bloodlust: Moderately increases the absorption attack cooldown reduction of red orbs. (+12.5% attack cooldown decrease)
  • Alm of Secrecy: Moderately increases the absorption lunge range increase of blue orbs. (+0.05 seconds lunge)
  • Canvas Talisman: Moderately increases summoning speed. (-0.5 seconds)
  • Decorated vial: Increase absorption duration by 10 seconds


  • Aged Alm of Haste: Increases the effect of green essence moderately. (+0.02 M/S haste)
  • Aged Alm of Bloodlust: Increases the effect of red essence moderately. (+2.5% pallet breaking)
  • Aged Alm of Secrecy: Increases the effect of blue essence moderately. (-5% TR)
  • Rotten Talisman: Considerably increases summoning speed. (-0.75 seconds)
  • Crystal necklace: Moderately increases all Absorption vault speed, attack cooldown and lunge duration effects.


  • Rotted Alm: Moderately increases all essence effects.
  • Cultist Robes: Orbs cost 1 less blood
  • False Idol: start with 1 of each essence
  • Sentimental Relic: The first time you absorb each color Orb all Survivors will receive the exposed status effect equal to it's duration and you will not receive it's essence afterwards.


  • Iridescent Alm: Each orb grants an additional essence. Reduces the Absorption duration by 15 seconds.
  • Bloody Offering: Your first 3 orbs are free, tremendously increases summoning speed. (-1 second). Additional orbs will cost 1 more blood than normal.


  • Ritual of sacrifice - You may kill 1/2/4 survivors who have been rescued from the hook after the summoning phase (Note: This only saves the time between picking them up and hooking them since they are dead on hook at this point)
  • Hex: Devotion - Each hooked survivor increases your movement speed by 5%. This effect is persists for 5/10/15 seconds after the survivor is unhooked. These effects are disabled if the hex totem is broken
  • Curse of solitude - A random survivor is the obsession. Anyone who does a cooperative or altruistic action with or on the obsession or has a cooperative or altruistic action done to them by the obsession gets exposed for 20 seconds. The obsession gets a 15/10/5% action speed bonus to non-altruistic non-repair actions preformed alone and an additional 5% bonus for each other dead survivor

Survivor Perks

  • Hyper Sensitive - Pain fuels you. You gain an additional 50% speed when getting hit by the killer for 1/1.5/2 seconds
  • Without a trace - You escape with nothing left from you. When the exit gates are powered you leave no scratch marks for 40/50/60 seconds.
  • Fleet feet - You make your way around easily. While healthy and not in the killer's terror radius or in a chase you run 4%/5%/6% faster

Credit to @L3gi0nMa1n for most of the addons and @8obot1c for the Survivor perks

Post edited by NuclearBurrito on


  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    Any idea's what survivor perks would be good?

  • L3gi0nMa1nL3gi0nMa1n Member Posts: 9

    Talisman: Slightly increases summoning speed.
    Old Alm: Slightly boosts all orb effects.
    Alm of Haste: Increases the effect of the green orb moderately.
    Alm of Bloodlust: Increases the effect of the red orb moderately.
    Alm of Secrecy: Increases the effect of the blue orb moderately.
    Canvas Talisman: Moderately increases summoning speed.
    Small Offering: Start with one extra blood token.
    Aged Alm of Haste: Increases the effect of the green orb considerably.
    Aged Alm of Bloodlust: Increases the effect of the red orb considerably.
    Aged Alm of Secrecy: Increases the effect of the blue orb considerably.
    Rotted Talisman: Considerably increases summoning speed.
    Rotted Alm: Considerably increases the effect of all orbs.
    Bloody Offering: Start with two extra blood tokens.
    Iridescent Alm: Tremendously Increases all orb effects. Start with 2 orbs of any type.
    Foggy Offering: Start with 3 extra blood tokens, tremendously increases summoning speed.
    Iridescent Symbol: Every time 5 orbs are obtained, all survivors suffer from the exposed status effect for 30 seconds.

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    @L3gi0nMa1n lovem.

    One I'd like to add

    Very rare:

    Cultist Robes - Gain an additional blood token each time you hit a survivor

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    I added the addon names and values to the OP

  • L3gi0nMa1nL3gi0nMa1n Member Posts: 9

    @NuclearBurrito said:
    I added the addon names and values to the OP

    Nice, happy to help out

  • HatCreatureHatCreature Member Posts: 3,298

    Awesome perks, I can see myself running all of them, especially the first one ;)

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    Certainly counters the strategy of saving the new DS for endgame

  • LCGasterLCGaster Member Posts: 3,154

    I posted a somewhat similar idea a while ago. This killer seems very interesting, I like it, good job.

    But I do have a couple of questions. How many of this orbs can you take? Can you take the same one more than once?

    So, basically, is there a limit?

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    @LCGaster in theory you can take as many orbs as you like so long as you get the tokens for it first. No limit to how many of each you can get, the downside is the amount of time it would take to set that up is enough that the survivors would have finished doing the gens long before you've built up enough power to make it OP especially since the first of each orb you get is just making up for lower base stats unless you use addons

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    Changed the addon rarity a bit to put it more in line with other Killers

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    Changed addons a bit more because I realized he's a bit broken with them. Also changed the rarities a bit to further put him in line with other Killers.

  • WickedKatzWickedKatz Member Posts: 238
    edited October 2019

    I dont understand the power, but the first perk is very overpowered. I cant count how many times ds saved me from dying, a teamate flashlight saved or the killer got bodyblocked.

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    Anyways if you are talking about Ritual of Sacrifice then preventing those things is entirely the point.

    It doesn't completely negate them since you still have to get the first 2 hooks, but it means you can 100% secure the Kill on the 3rd down without worrying about a last second DS or flashlight save.

    If you are worried about the perk then use DS on the 2nd down instead of saving it.

  • WickedKatzWickedKatz Member Posts: 238

    I edited it, it was the first one. Also, this killer would be too weak at the better ranks, he would be an m1 killer slower and without a lunge, and such a big terror radius would make it impossible to get a surprise attack. I have some change ideas, i will write them

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    I'd like to remind you that while yes that's a weaker early game the entire point is that after the game gets going he eventually becomes a Killer that can move super fast, break pallets and vault really fast as well as have a low attack cooldown or have a really small TR with an insanely large lunge depending on the orbs he takes.

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    That being said I'm all for hearing suggestions.

  • WickedKatzWickedKatz Member Posts: 238

    You can't really mess up with the lunge, the bigger it gets is T3 Myers without being broken. I have an idea for this killer:

    Make him a 115 speed killer, with the regular lunge and vault speeds. Make it so he has a power gauge just like freddys, but it only charges when he hits a survivors, gen or pallet (maybe when a gen gets completed or a totem gets broken) Make it so when it is charged, he can press m2 and enter "Devotion" and gain massive buffs like 20 percent in each category and additional 10 percent speed, but after devotion ends he keeps a small percentage of it.

  • WickedKatzWickedKatz Member Posts: 238

    Yeah but that isnt really how it works. I dont get to press e when ds is active and stun the killer, there is a whole process. The perk is very unbalanced and a lot people think ebonys should be that way, so the perk is basically a free ebony

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    You press space when DS is active and stun the Killer.

    There are plenty of other examples of other perks that can be used to counter each other, for example Calm Spirit completely negates Infectious Fright and Stridor counters Iron Will.

    If those things aren't in use then the perk is just a slight time save, which while important isn't a huge game changer like you are suggesting.

    Anyways though the Perks are secondary to the Killer, so lets just agree to disagree so we can work out that suggestion of yours (which I'm still evaluating)

  • WickedKatzWickedKatz Member Posts: 238

    Not sure if you ever used the perk but he has to down you, pick you up and then you use ds. Ok, ill wait for you to evaluate my ideas

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    While I get the idea there are some problems.

    First of all not all categories are created equal. So having all of them get a 20% and then some smaller bonus wouldn't work since everything getting the same bonus severely limits what numbers would work.

    Second of all the specialization aspect where you gain specific abilities of your choice to suit the situation is a core part of the Killer, so having it just give a single buff to everything would remove a critical part of the idea.

    That being said I think I can make something along these lines work:

    • Keep the token system as is.
    • Collecting an orb grants a much larger buff than it currently does temporarily, but gives a smaller stack-able permanent buff like now (but not as much as now to counter-balance it).
    • If you think it you should be able to use the orbs mid chase for the temp buff then the summoning and absorbing the orb parts can be separate. (summon an orb like I stated in the OP already, and then consume them instantly with M2 to get the buff)

    Here's a draft for the specifics.

    • Green orb: +0.2m Movement Speed and 25% Vault speed for 20 seconds. +0.04m permanent Movement speed afterwards
    • Red orb: +20% pallet break speed and +50% Attack cooldown reduction for 20 seconds. +5% permanent pallet break speed afterwards.
    • Blue orb: -8 Meter TR and +0.1 seconds of lunge (same as T3 Myers) for 20 seconds. -2 Meter permanent TR reduction afterwards.
  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    If needed for balancing purposes it can cause the Acolyte to glow the corresponding color for the duration. For the Blue orb this would be a night blue mist that instead acts as camouflage while Green and Red would be brighter.

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    And yes if I did this I would be taking out the initial stats deficit.

  • pichumudkippichumudkip Member Posts: 155

    Honestly I think the devs should look more into this. It's honestly such a great and fantastic idea. And if they did this, being a survivor main, I personally would be excited and wouldn't care if they added a survivor or not.

  • 8obot1c8obot1c Member Posts: 1,129

    Hyper Sensitive - Pain fuels you. You gain an additional 50% speed when getting hit by the killer and it lasts 1/1.5/2 seconds. The effects go off after the time is up.

    No Marks Left Behind - You escape with nothing left from you. When the exit gates are powered you leave no scratch marks for 60/80/100 seconds.

    Fleet - You make your way around easily. When not in the killer's terror radius or you are injured you run 4%/6%/8% faster

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    I like it. I'll put them in the OP in just a sec although I'll tweak the wording a bit for the sake of QoL.

  • NuclearBurritoNuclearBurrito Member Posts: 6,807

    @8obot1c btw I made it both 6% and gave it an additional out of chase requirement so that Freddy and Mirror Myers aren't completely screwed over by the perk.

  • S_PandaS_Panda Member Posts: 539

    My only change would be putting them closer to a 'normal M1 killer' at first:

    Movement Speed - 114%

    Terror Radius - 34 meters

    Height - Short

    Power: Blood Ritual - The Acolyte starts the game with a 5% penalty to action speed (breaking pallets and generators as well as channeling this power) and attack cooldowns, he also vaults slightly slower (-2.5%) and has a reduced lunge (-.5 meter).

    Otherwise soon after release any survivor in the know will notice the killer coming and loop them enough to prevent them from becoming 'normal'/above M1s. Since their power is only 'fixing' their normal stats after 5 hits (excluding addons) they shouldn't start too far below killers who have a power alongside their normal status

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