Base Class: Druid
Whereas other druids commune with the more tangible forces of nature, those who join the Circle of Voodoo practice the dark arts, harnessing curses to debilitate their foes and strengthen allies.
Level 2: Voodoo Doll
As part of your dark arts, you create a special voodoo doll that is used to project your curse as well as functioning as a spellcasting focus for your spells. If the voodoo doll is lost or destroyed, you can create a new one with a special ritual that requires 1 hour of work. You can also magically create another as an action and by expending a spell slot of 1st-level or higher.
As a bonus action, you can expend a use of your Wild Shape feature to activate the dark energy of the voodoo doll for 1 minute. When you do, roll 1d4 on the table below to determine your curse's manifestation.
While the doll is active, you can attempt to project your curse onto a creature you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw against your Spell Save DC or be affected by your curse's current manifestation. Your curse can have only one manifestation at a time.
At the end of its turn, the cursed creature can attempt to resist the curse by rerolling the saving throw, ending the effect on itself if it is successful. The curse can also be removed by a Remove Curse or Dispel Magic spell.
On subsequent turns while the voodoo doll is active, you can use your bonus action to attempt to project the curse onto the target again if they succeeded on the saving throw, attempt to project the curse onto a different target, or change the manifestation by rolling on the table again.
1. Head (or similar area responsible for processing information): The target has disadvantage on saving throws (ally gains advantage).
2. Arms (or similar appendage that is used to attack): The target has disadvantage on attack rolls (ally gains advantage).
3. Torso (or similar area that stores vitality): The target takes necrotic damage equal to your Druid level (ally is healed for the same amount). While the curse is active on subsequent turns, the damage or healing is applied at the start of your turn.
4. Legs (or similar appendage that provides a movement speed): The target's movement speed is halved (ally's is doubled).
Level 2: Circle Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Circle Spells section below. These spells count as druid spells for you, but they don’t count against the number of druid spells you prepare.
Druid Level - Circle Spells
2nd - Chill Touch, Unseen Servant
3rd - Darkness
5th - Bestow Curse, Remove Curse, Speak With Dead
7th - Phantasmal Killer
9th - Dispel Evil and Good
Level 6: Curse Resistance
You gain resistance to curses and curse-like effects. You can ignore the curse properties of items and you have advantage on saving throws against magical effects that persist beyond the moment they are first imposed upon you.
Level 10: Malleable Curses
Your experience in applying curses allows you to make changes to enhance their potency. Choose 2 options from those presented. You can change options at the end of a long rest.
Ambiguous
When you attempt to project the curse's manifestation, you can choose the ability score the target uses for the saving throw.
Duplicate
When successfully projecting a curse, you can choose another target within 10 feet of the original creature and apply the same manifestation to them without them needing to make the initial saving throw.
Lucidity
When you cast a spell of 1st-level or higher and have not projected the curse this round, you can use your bonus action to attempt to project the curse with the manifestation of your choosing.
Perpetual
The target of the curse can no longer attempt to end it on itself by rerolling the saving throw at the end of their turn.
Level 14: Cursed Domain
You can choose to project the curse's manifestation in a 15 foot aura around you instead of targeting an individual creature, automatically applying the manifestation to targets of your choice while they are within the aura. The manifestation is removed once a target exits the aura. You can use your bonus action to change the projection from the aura to an individual creature or to change to the aura if it was targeting an individual creature.
Comments