Base Class: Sorcerer
You are the Witch Doctor, relying on the aide of your Voodoo magic to fend off foes and heal allies. Starting at first level you gain access to Voodoo magic and gain a Voodoo doll to act as a spell casting focus. You determine the look and feel of your Voodoo doll and magical effects. At higher levels you can use your doll to fuel curses and channel your magic.
Voodoo Doll
Starting at 1st level, you gain access to a Voodoo Doll. You determine the visual and physical features of the doll.
Bad Juju
Starting at 1st level, as a reaction you may cast any of the three curses; Frailty, Dullard, and Fool from your Voodoo doll. These curses are treated as magical effects and not spells. You may use this feature a number of times equal to half your Sorcerer level with a minimum of 1 charge. These features reset with a short rest.
Curse of Frailty: At first level your Voodoo magic allows you to physically impair the body of your target. Choose a target you can see, the target must succeed on a constitution saving throw against your spell DC or have their AC reduced by 1 for 1 hour. A target who fails their saving throw does not get a second chance to save.
Curse of the Dullard: You have gained the ability to alter the intelligence of you enemies. As a reaction choose one target you can see, the target creature makes an Intelligence Saving throw against your Spell Save DC. On a failure the target is cursed for one hour, while cursed in this way the target has Disadvantage on all intelligence checks and saving throws. A target who fails their saving throw does not get a second chance to save.
Curse of the Fool: As a reaction choose one creature you can see, they must succeed on a Wisdom Saving Throw or become cursed for 1 hour. While cursed in this way the creature has disadvantage on Wisdom Checks and Saving Throws. A target who fails their saving throw does not get a second chance to save.
Curse of the Faint: As a reaction choose one creature you can see, they must succeed on a Strength Saving Throw or become curse for 1 hour. While cursed in this way the creature has disadvantage on Strength Checks and Saving Throws. A target who fails their saving throw does not get a second chance to save.
Curse of the Toad: As a reaction choose one creature you can see, they must succeed on a Charisma Saving Throw or become curse for 1 hour. While cursed in this way the creature has disadvantage on Charisma Checks and Saving Throws. A target who fails their saving throw does not get a second chance to save.
Curse of the Tortoise: As a reaction choose one creature you can see, they must succeed on a Constitution Saving Throw or become cursed for 1 hour. While cursed in this way the creature has its speed halved.
Rain Dance
At 6th level, you gain the ability to call forth a rain storm that removes negative effects from allies. As a bonus action, you spend 3 sorcery points to magically summon a rain storm, this storm may remove any number of negative effects from any number of characters you choose. Effects to be washed away include Charm effects, poison status effects, sleep, and any other effects your DM chooses are appropriate.
Hardened Curse
When you use your Bad Juju feature the targeted creatures saving throw to resist the effects is made at disadvantage. Additionally when a target is successfully cursed you gain +1 to your AC for the duration.
Punishing Rain
Starting at 18th level, You can spend 6 sorcery points as a bonus action to magically call a cursed rain storm. Choose one of the 6 Bad Juju feature curses, all creatures you choose that you can see must make the appropriate saving throw or become cursed for the duration. You gain AC equal to the number of creatures successfully cursed.
Curse of Frailty: At first level your Voodoo magic allows you to physically impair the body of your target. Choose a target you can see, the target must succeed on a constitution saving throw against your spell DC or have their AC reduced by 1 for 1 hour. A target who fails their saving throw does not get a second chance to save.
Curse of the Dullard: You have gained the ability to alter the intelligence of you enemies. As a reaction choose one target you can see, the target creature makes an Intelligence Saving throw against your Spell Save DC. On a failure the target is cursed for one hour, while cursed in this way the target has Disadvantage on all intelligence checks and saving throws. A target who fails their saving throw does not get a second chance to save.
Curse of the Fool: As a reaction choose one creature you can see, they must succeed on a Wisdom Saving Throw or become cursed for 1 hour. While cursed in this way the creature has disadvantage on Wisdom Checks and Saving Throws. A target who fails their saving throw does not get a second chance to save.
Curse of the Faint: As a reaction choose one creature you can see, they must succeed on a Strength Saving Throw or become curse for 1 hour. While cursed in this way the creature has disadvantage on Strength Checks and Saving Throws. A target who fails their saving throw does not get a second chance to save.
Curse of the Toad: As a reaction choose one creature you can see, they must succeed on a Charisma Saving Throw or become curse for 1 hour. While cursed in this way the creature has disadvantage on Charisma Checks and Saving Throws. A target who fails their saving throw does not get a second chance to save.
Curse of the Tortoise: As a reaction choose one creature you can see, they must succeed on a Constitution Saving Throw or become cursed for 1 hour. While cursed in this way the creature has its speed halved.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
4/20/2023 7:49:10 PM
|
3
|
1
|
--
|
Coming Soon
|
Comments