Base Class: Druid
Voodoo Druids have a special voodoo doll which becomes their spell casting focus. They have discovered how to channel their wild shape to perform voodoo, manipulating a target with their voodoo doll.
2nd: Voodoo Doll
You gain a voodoo doll which becomes your druid spellcasting focus. While you possess the doll, you can cast toll the dead as if it were a druid cantrip.
2nd: Voodoo Hex
You can expend a use of your wild shape to link your voodoo doll with a humanoid within 30 feet of you. For the duration of the wild shape, you can use one of the following reactions to hex the target a number of times equal to your wisdom modifier plus half your proficiency bonus(rounded up):
- Cause the target of your voodoo hex to have disadvantage on an attack roll or ability check
- Cause the target to be vulnerable to the damage of one attack
- If the target is rolling to maintain concentration, you can force them to roll with disadvantage
You can only target one creature at a time with your voodoo hex. Your hex ends if you expend all of the hexes or if you use wild shape again.
3rd: Additional Spells:
Your practice of voodoo grants you access to more spells at 3rd, 5th, 7th, and 9th level. Once you gain access to one of those spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that does not appear on the druid spell list, it is nonetheless a druid spell for you.
3rd: Blindness/ Deafness, Enlarge / Reduce
5th: Bestow Curse, Remove Curse
7th: Compulsion, Death Ward
9th: Hold Monster, Dream
6th: Spirit Voodoo
After hitting a creature with a spell attack you can channel your voodoo to summon a spirit. You can summon a spirit in this way an amount of times equal to your wisdom modifier per long rest. Choose one of the following spirits to summon:
- Fire Spirit: Explodes in a 5 foot radius sphere dealing fire damage equal to your druid level. Creatures within the sphere must make a constitution saving throw against your spell casting save dc or catch on fire, taking damage equal to your wisdom modifier at the start of each turn. The can repeat the save at the end of each turn.
- Ice Spirit: Explodes in a 5 foot radius sphere dealing cold damage equal to your level. Each creature must make a dexterity saving throw or have its speed reduced to 0. At the end of each turn, the creature can make a strength save in order to break free from the ice.
- Healing Spirit: Explodes in a 5 foot radius sphere causing each creature to regenerate hit points equal to half your druid level, rounded up, and gain temporary hit points equal to half your druid level, rounded up. It also ends a single condition on the target. If the target is stunned, paralyzed, poisoned, charmed, frightened, blinded, or deafened, choose one of those conditions and end it.
The spirit can fly up to 45 feet before activating its ability, after which it disappears.
10th: Voodoo Torture
You have learned to use your voodoo hex to inflict pain on the target. You can use your voodoo doll to torture the target of your voodoo hex. Using needles and spells on your doll, you inflict pain on your enemy. The target automatically fails all saving throws against the toll the dead cantrip and takes additional necrotic damage equal to half your druid level. The creature has disadvantage on all saving throws against spells you cast.
Additionally, whenever you cast a spell requiring a saving throw which deals damage, you may force the target of your voodoo hex to make the saving throw even if they are not in the area of the spell. When they make the saving throw in this way, you can choose to make the damage of the spell necrotic instead of the usual spell damage.
Necrotic damage dealt by this feature ignores resistance.
14th: Strengthening Voodoo
You have learned to use your voodoo to strengthen a creature rather then harm them. When you use your voodoo hex on someone, you can choose whether to use the regular effects or you can choose to grant the target these benefits:
- The target is resistant to all damage
- The target is immune to the paralyzed, stunned, charmed, frightened, poisoned, blinded, deafened, petrified, and exhaustion conditions.
If a creature is poisoned before you use this feature, it only halts the poison until the hex is removed. You cannot target petrified creatures with this effect. These benefits last until you use your wild shape again or after 10 minutes.
Previous Versions
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