Base Class: Wizard
In the depths of dungeons or deep within the forest in a home only a hag could love witch doctor's are masters of the flesh and magic. Witch doctors specialize in Voodoo Magic along with curses to deal damage and heal others as well as themselves. Of course this type of magic holds great risk, as if your curses are stolen then you are in great danger.
Voodoo Doll
Starting at level 2, you gain a personal voodoo doll of yourself to which you can manipulate to benefit you in battle. Every time you get damaged the doll receives damage in the same area, you can spend an action to sew up the doll to heal yourself up to 1d10 + Intelligence + Proficiency bonus. Once you use this feature you can't use it again until a short or long rest.
You can make a doll of another person through a ritual, this ritual takes 8 hours to make and you need a locket of hair, a vile of blood, and a fingernail of the person that you wish to make a doll out of. Once made you can apply curses or blessings to said doll to which they will affect the individual in question. the curses take an minute to apply and each one requires something from yourself or a willing creature to create, for the blessings they take one minute to apply and require to use gem dust. Each one is listed below, note that if someone steals your dolls or your personal doll unless they know how to bestow curses or blessings themselves they won't be able to do anything but you will need to either make a new doll or take back the old one. However if they do know how to bestow curses they can apply all curses and blessings below on said dolls.
Curses and Blessings
Curses.
- Curse of Harm. As an action you can poke needles through the doll to cause harm to the target. you can use one needle to force the target to make a con save or deal 1d10 + dex piercing damage on a failed save or half as much on a successful one. once the needle is used it disappears, you can use more than one needle to cause an extra 1d10 piercing damage using the same action to a max of five needles. You can make needles out of the bones in your fingers on one hand or another persons hand if they are willing, doing so causes 10 damage to yours or theirs max health and takes one hour make. you can repair the damage only through stitching up your personal doll or the regenerate spell. However make more than five needles a week and you will gain a piece of madness from the long term madness table.
- Curse of Restraints. As a action you can wrap the doll in a cord to force the target to make a con save or restraining the doll to reduce the targets speed to zero for ten minutes, wrapping the cord around the doll takes 1 minute. You can make this cursed cord by using the tendons in one of yours or a willing creatures feet which causes you speed to reduce by half until healed by using your personal doll or the regenerate spell. You can apply this curse once per day and can use the same cord a total of four times before you need to make a new one. However make more than one cord a week and you will gain a piece of madness from the long term madness table. another way you an wrap the cord around the doll is around the neck which will cause the target to suffocate until the fall unconscious to which the cord immediately unravels. using the cord in this way uses all for uses and if you have used it to reduce their speed you can't use it to suffocate them.
- Curse of Blindness/Deafness. As an action you can apply the Blindness/Deafness curse on the target for 24 hours. The target makes a con save or be afflicted with Blindness or Deafness respectively. To cause blindness you must first make a doll face mask out of one of yours or a willing creatures Iris from the eye, doing so will causes impairment in vision so every perception check based on sight is at disadvantage. To cause deafness you first must make a hat out of the eardrum of one of either yours or a willing creatures ear. Doing so causes impairment in hearing so every perception check based on hearing are at disadvantage. you can't have more than one effect on a one time, and once the Mask or Hat is used it disappears. you can only heal the damage by healing your doll or the regenerate spell. However make more than one Mask or Hat a week and you will gain a piece of madness from the long term madness table.
- Curse of Hunger. As an action you can apply the curse of hunger to force a con save or the target suffers a level exhaustion. In order to make this curse you must first make a blanket for the doll out of either yours or a willing creatures tongue. doing so causes you or the willing creature to loose the ability to speak. The more tongues you use for the blanket the more levels of exhaustion you can apply to a total max of four levels of exhaustion. However make more than one blanket a week and you will gain a piece of madness from the long term madness table. once the blanket is used it disappears.
- Blessing of Restoration. As an action you can apply the affects of the Haste spell for one hour, as well as cure all condition affects as if lesser restoration was cast of the target. to apply this affect you need to use 100 gold worth of animal lungs for each use and a wooden bed frame to make a bed out of the lungs for the pillow and blanket and the frame for the doll. Rest the doll in the bed so the body can be in constant rest while active for the next hour. If you attempt to preform this blessing more than once the week you suffer one long term madness form the madness table.
- Blessing of Flight. As an action you can apply the affects of flight for six creatures for a set amount of time depending of the wings used to stitch onto the doll. The wings have to come from a creature that has a flight speed. Each set time and wings related to those times are listed by size category below.
1) tiny = 1 turn
2) small = 1 minute
3) medium = 10 minutes
4) large = 1 hour
5) huge+ = 8 hours
if the wings are small or larger clip off parts of them to stitch onto the doll, once used they disappear. If you attempt to preform this blessing more than once the week you suffer one long term madness form the madness table.
- Blessing of Bravery. As an action you can apply immunity to charms and frighten affects for one hour. To apply this blessing you need to make a crown out of silver nails and chicken bones costing 200 gold in materials. If you attempt to preform this blessing more than once the week you suffer one long term madness form the madness table.
- Blessing of Nutrition. As an action you can apply enough nutrition to any creature with a doll bond to them. To apply this blessing you first need to make a pot of animal blood of medium size or larger and then dip the dolls into the pot. If you attempt to preform this blessing more than once the week you suffer one long term madness form the madness table.
Friends on the Other Side
Starting at level 6 you can create a ritual to possibly gain a contact with an otherworldly being that shares their secrets of how the flesh and soul work. Depending on which otherworldly being you contact you gain specific benefits for a short time as a result. each ritual requires a specific incantation to which you learn one automatically wen reaching this level (others can be found around the world much like scrolls), a circle filled with 50 gold worth of incenses and other materials based on what otherworldly being you are trying to contact, and a small sacrifice also based on what otherworldly being you are trying to contact. A warning that this ritual can go wrong and if you are not careful you can open a gateway for a malicious entity to come through to which the portal immediately closes behind them. Each ritual has two levels of intensity and the higher level requires more refined skills and if failed depending on what level will decide what comes through the portal. To succeed on the ritual requires a skill challenge made by the DM. The skill challenge needs to have 5-6 successes and 4-2 failures depending on the difficulty/reward you are aiming for. the levels of difficulty range is listed as such 5 successes needed and 4 failures allowed is level 1, 6 successes needed and 2 failures allowed is level 2.
Dead Spirits - At level 1 this ritual allows the caster to summon the spirits of the dead to this realm for just a moment to give you 5 truthful answers to questions that either they knew in life or what they learned in the great beyond. if you have the body of the spirit in question the DC of the skill challenge is lowered. Note that the knowledge of the spirit is still limited and completely co depended on where their soul went when they died. One spirit my know what god they went to on a personal level if they were religious or may know where things are on the ethereal plane if they wonder it for a unknown amount of time. Another note is that if the spirit doesn't want to answer the question they can choose not to, when they do this it does not burn up one of the questions available.
At level 2 this ritual grants all the benefits of the first level along with possibly getting them as an ally for a limited amount of time. once the ritual succeeds you can use one of your questions to try and convince the spirit to help you on a specific task, a quest you are currently on, or a simple task like protecting someone for a time are prime examples. To which they take on the Ghost stats. Afterwards you must give the spirit something in return, the most common thing spirits want are for you to fix something or do something that they couldn't do in life, basically fixing their biggest regret in life. Note that the spirit can only be on the material plane for one week, however every 24 hours the spirit will have to make a will save DC 15 or suffer long lasting agony that transforms the spirit into a banshee and will turn on the caster of the ritual in an attempt to go back to their original resting place as the casters is the tether to this realm.
Requirements for Ritual: A skull of a recently deceased animal of challenge rating 1 or above the higher the challenge rating the lower the DC for the skill challenge. the ingredients for a speak with dead potion (DM chooses what those are). A item that is important to the spirit in question (if needed).
Devil/Demon/Yugoloth: At level 1 you call for a fiend of the lower planes to summon an ally for either combat or a task only they can provide. however these fiends can only do one task per deal, nothing more before going back to there home realm. still there is no limit to how long they can stay on the material plane for until they finish their part of the deal. Once you call a fiend to this realm they will be stuck in the cycle of the ritual until a deal is made. A contract is formed when the deal is complete listing the details and conditions of said agreement. You don't have to give up your soul in this exchange but it is always up for grabs, no the deal can before they do a favor for you your do a favor for them. Note that the type of fiend is restricted to Devil/Demon/Yugoloth and the challenge rating has to be of 6 or lower. Also even though this is a powerful summon they will stop at nothing to try and screw you over on this deal, even more so on higher levels in challenge rating.
At level two you can summon up to a challenge rating of 12 or lower and they can preform a number of tasks in the same deal while at level 1 can only do one task. However at this level they can't stay on the material plane for more than 24 hours, when that time is up they are sent back to where they came from. Another note is that at this level the more powerful they are the easier it is to screw you over.
Requirements: A living sacrifice of a creature with an intelligence score of 8 or higher, and 150 gold worth of incense.
Eldritch Horror. At first level you summon a being of unknown origin and with this comes secrets from the far realm. You have no idea what these being wants are you can't understand them but they understand you. These being can come from anywhere is the known reality and even the unknown so their motivations are as varied as human culture. They can give you any number of things, favors, power, knowledge, however you might have to do this ritual multiple times to get the deal that you want.
Requirements: A piece of material from the plane you wish to pull a creature from. 100 gold worth of Incense. a magic item that has divination magic of some kind.
A Potion and Healing for Me
At 10th level you gain proficiency in one tool of choice, Alchemist’s Supplies, Poisoner's Kit, Herbalist Kit. Along with the ability to spend 1 hour curing a character or NPC of a sickness, curse, or an indefinite madness using a ritual hat requires the most valued possession of said patient which is destroyed and with 100 gold worth of incenses. Also you can create unique custom potions that both you and the DM can figure out the buffs and cons. However your potions need to follow a set of rules, first you can only create rare or lower in terms of rarity. Each rarity has different requirements which are listed below.
- Common: One minor buff.
- Uncommon. One major buff, and one minor Con.
- Rare. Two major buffs, and one major con.
Monstrous Companion
At 14th level your work bears fruit in the form of a monstrosity type companion. you can choose for that companion to be a spell caster or a brute, regardless they will follow you into battle and follow your orders to the best of their abilities. As a bonus action you can give the companion an order and they will continue to follow that order until given another order. they are after you in combat so they don't have to roll their own initiative and can coordinate their attack with yours. if you give the order to attack they can immediately use their reaction to attack. stats for each type of companion is listed below respectively.
Large monstrosity, lawful neutral
Armor Class 15 (Natural Armor)
Hit Points 136 (16d10+48)
Speed 40 ft.,
STR 18 (+4) DEX 15 (+2) CON 16 (+3) INT 18 (+4) WIS 18 (+4) CHA 18 (+4)
Skills Arcana +12, History +12, Perception +8, Religion +8
Damage Resistance Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 Ft., passive Perception 18
Languages Common, Sphinx
Challenge 11 (7,200 XP)
Inscrutable. The Spell Caster is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the Spell Caster's intentions or sincerity have disadvantage.
Magic Weapons. The Spell Caster's weapon attacks are magical.
Spellcasting: The Spell Caster is a 9th-level spellcaster. Its Spellcasting Ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material Components to cast its Spells. The Spell Caster has the following Wizard Spells prepared:
• Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation
• 1st Level (4 slots): Detect Magic, Identify, Shield
• 2nd Level (3 slots): Darkness, Locate Object, Suggestion
• 3rd Level (3 slots): Dispel Magic, Remove Curse, Tongues
• 4th Level (3 slots): Banishment, Greater Invisibility
• 5th Level (1 slot): Legend Lore
Actions
Multiattack: The Spell Caster makes two claw attacks.
Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Brute
Large monstrosity, lawful neutral
Armor Class 17 (Natural Armor)
Hit Points 199 (19d10+95)
Speed 40 ft.,
STR 22 (+6) DEX 10 (+0) CON 20 (+5) INT 16 (+3) WIS 18 (+4) CHA 14 (+2)
Saving Throws Dex +6, Con +11, Int +9, Wis +10
Skills Arcana +9, Perception +10, Religion +15
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120 Ft., passive Perception 20
Languages Common, Sphinx
Challenge 17 (18,000 XP)
Inscrutable. The Brute is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the Brute's intentions or sincerity have disadvantage.
Magic Weapons. The Brute's weapon attacks are magical.
Actions
Multiattack. The Brute makes two claw attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d10 + 6) slashing damage.
Previous Versions
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