Base Class: Sorcerer
Voodoo is born to a person as much as it is taught, to act as a bridge to things yet formed or long gone is no simple task. A task not only requiring a strong soul to withstand the forces of the other but a mind as well that is resilient enough to retain itself under the influence of the visiting force.
Voodoo Spells
You learn additional spells when you reach certain levels in this class, as shown on the Voodoo Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level | Spells |
---|---|
1st | Hex, Protection from Evil and Good |
3rd | Aid, Blindness |
5th | Remove Curse, Bestow Curse |
7th | Death Ward, Shadow of Moil |
9th | Contact Other Plane, Contagion |
Gris-gris
Starting the first level when you choose this class you may use your connection to the beyond to create charms known as gris-gris bags. When you take a long rest, you make a gris-gris bag equal to your proficiency bonus. When you gain access to your metamagic feature may spend sorcerer points up to your proficiency bonus to create that many gris-gris bags, this amount cannot exceed the total number of gris-gris you can make, any gris-gris made beyond the cap are duds. When someone holding a gris-gris is subjected to a saving throw you may as a reaction spend 2 sorcery points to make the saving throw as well. If you succeed treat it as though the triggering creature succeeded the save. You may use this feature a number of times equal to you charisma modifier, or by spending 2 sorcery points.
Additionally the training and connection you hold with the other-where provides you greater insight into the markings and notations of the many religions of the world granting you proficiency in religion.
Scattered Soul
Starting at 6th level, whenever you cast a sorcerer spell with a range only of self, or that targets only you, you may have that spell take effect on a creature holding a gris-gris bag as well.
By scattering your connection to the material plane into the Gris-Gris bags you make it harder to peel you from the material. While your friends and Allies are holding your gris-gris bags at the end of a short or long rest, you gain temporary hit points equal to your spellcasting modifier for each bag being held. These temporary hit points last until you take a short or long rest or until you use your reaction using your gris-gris. When you use your reaction to share a save with another creature holding one of you gris-gris you may gain temporary hit points equal to your save bonus plus that of the creature holding the gris-gris that triggered the reaction.
Shared Fates
Starting at 14th level in this class, when you or someone holding a gris-gris makes a save against taking damage they may break the gris-gris. Anyone still holding a gris-gris can choose to take part of the damage that creature suffered. Damage is divided evenly amongst the willing creatures along with the creature that broke the gris-gris. Any none divisible remainder is dealt to the creature that broke the gris-gris. This effect does not change nor mitigate the effects of a failed or successful save.
In addition when you hit an enemy with a melee attack or a spell attack you can stash a Gris-Gris on their person. After you land a hit you may make a sleight of hands check against the targets passive perception, on a success you stash the gris-gris on the target. If you make a save for that creature the roll takes precedence if it fails and you have Dis to that save.
Providence of Spirits
At 18th level in this class you can enhance your reach through the gris-gris bags, as an action you can enhance the protective and retributive effects of your gris-gris bags; allowing you to apply their effects in a radius around the creatures holding them. While the effect persists, you may have the effects of your gris-gris bags apply to any and all creatures within 10ft of the normally effected holder. This effect last for 1 minute and ends early if you fall unconscious, make new Gris-gris, all the current Gris-gris are destroyed, or you use this ability again.
Creatures in overlapping areas do not gain benefits twice. Spells applied to creature in the radius, that have a duration of 1 minute or greater have the duration divided evenly among them. Hostile creatures in the area are counted as willing for the purpose of 'Shared Fate' provided the holder of the Gris-gris takes the damage as well.
When you activate this ability and as a bonus action while the effect remains you can teleport to a creature holding a gris-gris provided that you are not holding one.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
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