Barbarian
Base Class: Barbarian

Via your practice in ancient tribal medicine and spiritual practices you have gained mastery over some magic powers. You can maintain a more lucid rage to allow you better spell use while raging. You can use your snake oil medicine to help your allies. You have learned to call upon a spirit of rage to control an unconscious opponent or a friendly to get them out of danger. And eventually you can create a voodoo doll of an opponent to curse them & give you additional options of control.

Spellcasting

Voodoo Shaman Spellcasting Spell Slots per Spell Level
Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Path of the Voodoo Shaman Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level cleric spells of your choice, one of which you must choose from the conjuration and necromancy spells on the cleric spell list.

The Spells Known column of the Path of the Voodoo Shaman Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. If you learn a spell of 2nd level or higher it must be an conjuration or necromancy spell.

The the 2nd level or higher spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an conjuration or necromancy spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your wisdom modifier

Spell attack modifier = your proficiency bonus + your wisdom modifier

Concentrated Rage

Starting at 3rd level, you remain just cognizant enough during your rage to allow you to maintain concentration on a spell you cast before your rage. However Concentration checks you make during your rage are at disadvantage, and rolling a 1 on your concentration check during rage is an automatic failure regardless of your bonuses.

Voodoo Medicine

Starting at 6th level, you have learned to siphon portions of your voodoo magic into life energy. When you use your action to cast a spell of 1st level or higher you gain one voodoo medicine die. You can hold onto a number of voodoo medicine dice up to your twice your Wisdom Modifier (minimum of 1), and any remaining voodoo medicine dice you have disappear after you complete a short or long rest. You also gain one voodoo medicine die when you complete a short or long rest.

As action you can touch a willing or unconscious creature and spend a number of your voodoo medicine dice, up to your proficiency bonus, to give that creature 1D6 temporary hit points per voodoo medicine die spent. 

Spirit of Rage

Starting at 10th level, you can use your action to expend one of your daily rages to call upon a chaotic evil undead Spirit of Rage to attempt to charm & possess a humanoid target within 20ft of you. The target must make a Wisdom saving throw against your spell save DC, on a success nothing happens, on a fail the target becomes charmed/possessed by the spirit. Targets immune to charm. While a target is possessed by a spirit they enter a pseudo range lose the ability to reason and tell friend from foe. The possessed target can not concentrate on a spell and can only use their action, bonus action, or reaction to make melee strength attacks if applicable. At the start of their turn they must make a melee attack against the closest target available (randomly if multiple within the same distance). If there is not a target in range they must then use all of their movement to move towards the closest viable target, then make a melee attack if possible. All attacks by the possessed creature are made as if they were 'Reckless Attacks' from the barbarian class features. 

At the end of the targets turn they can choose to repeat their save to remove the spirit and end the pseudo rage. If the target takes any radiant damage they must immediately repeat their save to end this effect. Finally if by the end of the possessed targets turn they were unable to make an attack against a valid target they must make their end of the turn save and with advantage. The spirit can also be immediately removed by a Calm Emotions, Remove Curse, or Dispel Good & Evil spell.

Once you use this ability you must complete a long rest before you can use it again.

Voodoo Doll

Starting at 14th level, you can spend 10 minutes to create a voodoo doll of a humanoid target anywhere on  the same plane as you; the basic materials it requires are twine, and either straw, twigs, or fabric; then you can add other specific ingredients related to the target for a variety of effects. After making the doll the target must make a Wisdom save against your spellcasting DC. On a success the doll burns up and nothing happens. On a fail a variety of effects can occur based on the added materials you combine with the doll during its crafting. Regardless of if they pass or fail you can't use another voodoo doll on that same target for 7 days. The effects of the curse last for up to 24 Hours and can be removed early by a remove curse spell; the doll burns up after the spell ends. The materials you add to the base doll can induce different effects, and you can combine any number of the following ingredients to achieve the intended effect. 

Paper with the Target's Name: The target subtracts 1D4 from all of their ability checks and saving throws. 

Small Possession: The target subtracts 1D4 from all attack rolls and damage rolls they make (minimum 1).

Target's Hair: The target subtracts 1D4 from their AC for the duration, and subtracts 1D4 from any healing they receive (minimum 1)

Target's Blood: The target subtracts 1D4 from all of their ability scores for the duration (can only reduce them as low as 8)

Finally if you know the bestow curse, or hold person spells, you can cast either one on the doll and have it affect the target regardless of distance as long as they are on the same plane. (The target still gets to make their save against these spell).

Once you create a doll using this ability you must complete a long rest before you can create another.

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