Base Class: Druid
Some call you a shaman, others a witch doctor or a follower of voodoo. Regardless, you bridge the gap between nature and the beyond, blending arcane and divine magic.
Spiritual Weaponry
When you choose this circle at 2nd level, you learn learn the lost art of mixing primitive weapons with spirit magic.
You gain proficiency with blowguns and learn how to make them extremely lethal. In your hands, blowguns damage die increase to 1d4 and they lose their reloading property. In addition, you can reload blowguns while wielding a shield.
Spirit Weaponry
You use mostly natural weapons to perform your attacks and spells. Blowguns, Sickles, Spears, Clubs, Quarterstaves, and Natural Weapons are considered spirit weapons for your abilities. Whenever you attack with a spirit weapon, you may use your wisdom modifier for attack and damage rolls. You may use a shield or a spirit weapon as your druidic focus.
Spirit Damage
You know how to weave your attacks and curses with spirit energy to damage your foes. Choose one damage type: necrotic, psycic, or radiant. You gain 1d4 additonal damage of your chosen type when you use a spirit weapon. This increases as you gain levels in this class. It becomes 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Necrotic Spirit Damage
Your Spirit Damage Dice do Necrotic damage
Psychic Spirit Damage
Your Spirit Damage Dice do Psychic damage
Radiant Spirit Damage
Your Spirit Damage Dice do Radiant damage
Channeled Curse
Starting at 2nd level, you gain the ability to channel spirits to curse your enemies. As an action, you can expend a use of your Wild Shape feature to channel spiritual energy, rather than transforming into a beast form. Target one creature you can see within 60 ft to be the target of your curse. While this feature is active, you always know the location of your target and they cannot hide or go invisible from you. The target also incurs additional penalties depending on the type of spirit you channel. Choose one of the following and apply the penalty to the target of your curse while you channel spirits:
- Angry Spirit - When the target is dealt damage for the first time each turn, it takes additional damage equal to your spirit die.
- Restless Spirit - The target does not benefit from cover and the first attack each turn against the target has advantage
- Peaceful Spirit - The first attack the target makes on its turn has disadvantage. Additionally, any friendly creatures within 15 ft of the target gain temporary hit points equal to half of your Druid level (rounded up) at the start of the target's turn
- Animal Spirit - The target's movement speed is halved and it cannot use reactions.
- Ancient Spirit - Choose an ability score - the target has disadvantage on ability checks and saving throws made using the selected ability score
These benefits last for 1 minute, until you become unconscious, or until you use your Wild Shape again. You may change the type of spirit you and the target of your curse as a bonus action. Should a cursed creature die while you are channeling, you may use your reaction to choose a new target.
Occult Fetish
At 3rd level, your druidic focus is inhabited by piece of the greater spirit resulting in an Occult Fetish that contains vast amounts of arcane knowledge.
Expanded Spell List
As you gain levels in this class, your Occult Fetish unlocks the mysteries behind the spells used by other casters. Choose three spells of second level or lower from any class’s spell list that does not belong to the school of evocation. Your Occult Fetish knows these spells and you may treat them as part of your Druid spell list when preparing spells. The spell counts as a Druid spell for you. You may choose one additional spell when you gain an odd level in this class (4 spells at 5th, 10 spells at 19th level). The new spell must be of a level for which you have spell slots. Whenever you gain a level in this class, you may replace one spell in your Occult Fetish's repertoire with another one using the same restrictions..
Ritual Casting
Additionally, you can add ritual spells that you encounter on your adventures to your Occult Fetish. When you find spell with the ritual tag from any spell list, you can add it to the Fetish regardless of its school of magic. The spell level must be of a level for which you have spell slots and you must spend time to perform the ceremony to unlock it in your Occult Fetish. For each level of the spell, the unlock process takes 2 hours and costs 50 gp for the rare ingredients. With your Occult Fetish in hand, you can cast the spell as a ritual without having it prepared. You can’t cast the spell unlocked in this manner except as rituals, unless you’ve learned them by some other means (e.g., using the Expanded Spell List feature, or through another class). Ritual spells do not count against the number of spells known by your Occult Fetish unless you also learned them using the Expanded Spell List feature of the Fetish. You can also cast a Druid spell you know as a ritual if it has the ritual tag.
If you lose your Occult Fetish, you can perform a 1-hour ceremony to channel the arcane spirits into a new Fetish. This ceremony can be performed during a short or long rest, and it destroys the previous Fetish. The Fetish turns to ash when you die.
Cursed Totemic Magic
At 6th level, you learn to how to use spiritual energies to tap into the soul of your enemies, affecting them with spells from a distance that would normally require close contact. This manifests itself in the following two ways:
- While your channeled curse is active, you include the target of your curse as a target for the spell regardless of the spell's range
- You create a cursed totem that represents the creature you wish to target. You must have a piece of the creature's essence (like hair, nails, etc.) or something very personal that belongs to them (DM's decision). You perform a 1 hour ceremony where imbue the cursed totem with the spirit energy of the target. The target must make a Wisdom saving throw or it's soul becomes linked to the totem. On a failed save, whenever you cast a Druid spell and choose to the cursed totem as a target, the creature to which the totem is linked experiences the effects of the spell regardless of their range as long as they are on the same plane of existence. On a successful save, you cannot attempt to create another totem against the same target for 24 hours. You can have a number of cursed totems equal to your Wisdom modifier (minimum of once). When you make a cursed totem and exceed your maximum, one totem of your choice turns to dust. The target remains cursed until its totem is destroyed, or it is the recipient of a remove curse spell. When a creature is no longer the target of a cursed totem, its totem darkens in color and starts to decay. After 3 days, the totem turns to dust.
Greater Spiritual Attunement
You gain resistance to the damage type you chose as part of your Spiritual Weaponry feature.
In addition, while you are more connected with the spirits than ever. While using your Channeled Curse, you may select two types of spirits when you channel. You may choose to have these spirits haunt different targets, or the same target. You may instead select to strengthen your connection to one single spirit type and add the following benefits when channeling a single spirit energy against a single target:
- Greater Angry Spirit - Attacks against the cursed target ignore resistances
- Greater Restless Spirit - The target must move at least 10 ft on it its turn, or take damage equal to your spirit die
- Greater Peaceful Spirit - Creatures within 15 ft of the target gain resistance to one damage type of your choice
- Greater Animal Spirit - If target has 1 enemy within 15 ft of it, all attacks against the target have advantage
- Greater Ancient Spirit - Allies within 30 ft of the target have advantage on saving throws
Spirit Walking
At 14th level, your connection to the spirits is unparalleled. You gain true seeing out to 60 ft and are able to cast the Etherealness and Astral Projection spells as an action without using a spell slot or material components. They are cast as 9th level spells. Once you have cast it this way once, you cannot do so again until you finish a long rest.
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Posted Mar 24, 2019Looking to playtest this. Thoughts are more than welcome. Couple of things for note:
I made this class aiming for a witch doctor/voodoo type. The class is intended more for support than primary damage, though they should be able to do okay on their own. I am hoping the damage die isn't too aggressive and won't steal thunder from other classes. Druid is the least played at any table I have been at, always considered boring/bland (matter of opinion though) - so I felt it need a slight power bump
I am hoping the 14th level ability isnt too powerful. I felt it was great flavorwise and thought it may be okay given the rare use of those spells, but thoughts are welcome
Let me know where you think gaps may be, etc.
I am still trying to learn the tool, so there will be versions coming