Base Class: Druid
Druids from the circle of voodoo spirits have created a deep bond with undead spirits from the Shadowwild. Their bond with these spirits exists in the form of mutual need, a Witch Doctor needs some form of magic to help his tribe, the spirits want revenge on a rival tribe. A Soothsayer wishes to destroy his enemies, The Spirits want to extend their power in the material plane. These druids seek to extend their power and influence to an equal degree as their spirits and they are willing to do anything to make that happen. Their magical abilities tend to be Necromantic in nature with a focus on the creation of cursed artifacts.
It feels prudent to point out that this subclass plays off of a lot of Hollywood voodoo tropes. I in no way want to tie this to any knid of ethnic racism that has existed over time. In short Vodou is a real religion in the real world that actual people practice. It has close ties to Christianity and is worth looking up. Vodou however is not Voodoo. this is a fantasy game, with fantastical elements. It is important to at least be aware of the tropes that you use when you use them.
Spirit Gifts
At 2nd level, your search for power over others grows and you pick a skill from the following:
Converse with spirits
Voodoo Trinket
Voodoo Totem
Converse with the Spirits
You may cast Speak with Dead as a 5 minute ritual. If you cast it this way, you do not need the corpse, but the spirit must be willing to communicate with you. If the spirit is hostile towards you, it may turn into a ghost and attack you. After you finish asking the spirit questions, it will return to whatever plane it came from. If it is tied to the material plane, it will pass on to another. Once this happens, you cannot communicate with the spirit for 1d20 hours.
Voodoo Totem
You can carve the figure of an undead spirit into any wooden surface of at least 1 foot by 8 inches by 8 inches over a time of 2 hours. When a creature that the Creator does not designate as a ally steps into both an 8 foot radius and a sightline of the totems eyes, the totem activates one of two effects decided when totem is carved.
1. Alarm Trap. The totem activates the Alarm spell and whatever spell you inscribed the totem with once every 1d8 hours.
2. Messenger. The totem loudly announces a message in a language the creator understands.
Voodoo Trinket
You can create a small piece of jewelry or a small Voodoo trinket and imbue it with a spell of one level lower than your own. Imbuing a trinket removes your ability to cast the spell until the trinket is lost or destroyed. Three Trinkets can exist at a time, when another is created the first one created looses all power. Twice per short rest when worn or otherwise possessed by another creature you may expend an action to activate the Voodoo trinket's spell effect, effectively casting the spell on that creature. The creature may also do this pulling from their own pool of uses per day, but the spell will instead be casted by the creature. The Creator of the Trinket is immune to this effect and any spells casted by this effect.
Mysterious Elixir
At 3rd level you understand the connection between spirits and biology and you learn how to create brews out of common items. You may sacrifice items with specific similarities to create magic brews. it takes 2 hours to successfully make a brew. Any components can be ignored for a price of 10 gold pieces or 1d10 hitpoints worth of your own blood.
"Boot Juice" Buy combining, the blood of a healer, 1/2 a pound of leather, and 5 gold pieces you create a thick red alcoholic liquid that heals 2d6 hitpoints.
"Sharpened Brew" Buy combining, 1 pound of sharpened metal, a tooth of any kind, 1 cup of vegetable oil worth 10 copper pieces, and 3 gold pieces you create a runny orange liquid that temporarily sharpens any metal or bone blade it touches for one hour. This adds a +4 to damage rolls with the weapon.
"Concoction of the Haze" Buy combining, a frog, a humanoid eye taken no mare than two days ago, the crushed up dust of a femur, and a leaf from an incredibly toxic jungle flower worth 8 gold pieces you create a swirly purple and brown liquid that, when consumed by a creature forces a wisdom save with a dc of 14. On a failure the creature enters a state of half consciousness for 12 hours where they are vulnerable to suggestion and will listen to any command given and will carry it out. Subsequent doses require a save of 15 to break free. every failure extends the duration by 1.5 times until the 6th dose where the state becomes permanent until the creature has Remove curse or Greater restoration cast on it, or their system is flushed with a dc 13 medicine check.
Spirit Guidance
Starting 6th level, the spirits are able to give you a warning before you take a fatal attack. Once per long rest, you are able to turn a single enemy attack into a miss. In addition, you may cast Divination without expending a spell slot as long as you provide burnt animal or human bones, a strand of your hair, and 50 gold worth of incense as a tribute. You may use this ability once per long rest.
Dark Craftwork
Starting at 10th level, your dealings with undead spirits has given you the ability to create one of three dark tools.
Voodoo Doll
Shrunken Head
Mask of souls
Mask of souls
You may spend 8 hours of downtime crafting a mask out of, A large bone or number of bones from 1 creature, 2 feet of humanoid hair, and plant-based oil paints worth 100 gold pieces. The mask depicts the creature whos bones were used to make it. Upon putting the mask on the user becomes the creature used to create the mask. (note this means becomes becomes. you still have control of yourself but for all intents and purposes you become the creature, This includes class and level. you only retain intelligence and wisdom.) You may create up to 5 masks and any creature can use it without attunement, when a 6th mask is created the 1st mask created shatters.
Shrunken Head
You may spend 8 hours soaking a severed head in a liquid consisting of, swamp or jungle water, tree sap, stomach acid, blood, and a sacred leaf worth 100 gold pieces. Once soaked, the head must be dried out and all orifices are sewn shut. The Shrunken Head or Tsantsa contains the soul of whatever it was in life. You may have only one at a time, when another Tsantsa is made the last one loses all magic power and the spirit becomes a wraith. When a similar creature or a creature that associates itself with the original creature the Tsantsa was made out of attacks the creator they do so at disadvantage. The head itself can be spoken to as it contains the soul of the original creature and it can be instructed to do one of three tasks.
1.Spy. A Tsantsa can see and listen in any environment its put in when instructed to do so.
2.Recount. A Tsantsa can recount anything it has seen or heard in the past 72 hours. It either mimics the sounds of things it heard or describes what happened while it was spying. It can also recount up to 72 hours before it died.
3.Curse. A Tsantsa can lay a one of three curses on a target once per month. Curse of ages, Dayblind, or Ravenous.
Voodoo Doll
You may spend 1 hour constructing a voodoo doll from either a hair, nail clip, or tooth of the intended target, a bag or rice, a doll identical to the target, and 100 gold worth of incense. Once created, the doll is connected to the target’s soul. The doll has 100 hitpoints, an AC of 5, and is classified as a construct. If the doll takes damage, the intended target must make a Wisdom saving throw with a dc of 14, if the target fails, they take irresistible damage equal the damage the doll has taken in necrotic damage. The target will feel any pain inflicted on the doll. However, it will not cause any physical damage to the target’s body. If the doll is tossed into a fire and left there for 5 minutes, submerged in water for 5 minutes, or stabbed with 20 needles within 1 minutes, the target must make a Wisdom saving throw with a dc of 8, or take 100 points of irresistible necrotic damage. The target will take damage as long as they are on the same plane as you, with unlimited range. The only way to unbind the doll is for either the Witch Doctor to undo the ritual, the magic is dispelled from the doll, a Remove Curse spell is casted on the intended target or the intended target tears off its head. You can only make a Voodoo doll once per month.
Summon Undead Spirit
By 14th level you've strengthened your connection to the Shadowwild to such a degree that you can call forth one of your Undead Spirits to the physical plane to do your biding. It remains on this physical plane for 30 minutes, or until it reaches 0 HP. You can do this once a week.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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3/5/2021 2:33:14 AM
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58
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5
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1.4
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Coming Soon
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