Base Class: Wizard
This class combines features from several different classes into one since this a wizard who gains magical properties from nature, like a druid or ranger, and gaining this from the darker and evil sides of magic, like blood hunters and warlocks.
Voodoo Power
Having now started dabbling with these dark powers you have learned of how to awaken your true potential with magic. When you gain this feature at level 2 you may add half of your WIS modifier (minimum of 0) to your Spell Casting modifier and Spell Save DC. You also learn the spell False Life if you haven't already and when you cast it you can cast it without expending a spell slot and without using materials at 1st level. Starting at 6th level you can cast it as a 2nd level spell using this feature and starting at level 10 you can cast it as a 3rd level spell using this feature.
Unearthed Magic
Through your dabbling with this dark magic your found that there are many different kinds of magic in these books that you have found. Each one shows great potential and even greater power. At this level choose one of the Unearthed Magics below and you gain the benefits from that type of magic. You can choose another one at levels 10 and 14. Each magic choice has its own pool of magic that is in the form of d4s. Also at level 14 you may use a number of dice from the pool of magic on your turn equal to your WIS modifier for the feature option.
Dark Curse
With a point of your finger the man at the other end of the table starts to like uncomfortable and stares at you with fear wondering what you did to him. When you choose this feature option you gain the ability to weaken your foes in an instant. You gain a pool of magic in the form of d4s equal to your WIS modifier (minimum of 1) and as an action on your turn you may use one of those dice to put a voodoo curse on the target. While this curse is on a target you gain a bonus to your damage against the target of an extra d4 and the target has disadvantage when trying to attack you while they are cursed. While the target is cursed you have advantage on Survival checks to track down the target and if they turn invisible you do not have disadvantage against them. This feature lasts for 1 minute, unless the target is reduced to 0 Hit Points or you end the feature as an action. You regain all dice for the pool at the end of a long rest.
Mind Fogging
Going through some tomes of voodoo magic you stumble across some power that when you read it you gain this desire in your mind that you should go have some fun with some of the random ramble, or even your greatest enemy. When you choose this feature option you are able to project images into people's minds of either something that is very pleasant or very fearful. You gain a pool of magic in the form of d4s equal to your WIS modifier (minimum of 1) that as an action you can use one of the dice to either charm or frighten creatures equal to the result of your d4. Targets of this feature must make a WIS saving throw or be charmed or frightened by you for 1 minute. Targets are affected by this stay that way for the duration unless they are harmed by the caster or an ally of the caster, their Hit Points get reduced to 0, or the caster ends the feature with an action. You regain all dice at the end of a long rest.
Misty Dagger
With a wave over your hand a large dagger with detailed design along the blade. As you look into the reflection from the dagger you start to see the souls that have been lost to this dagger over the years, and the dagger wants more of them. When you choose this feature option you learn how to create a dagger from the air around that gives off a mystical gleam. You gain a pool of magic in the form of d4s equal to your WIS modifier (minimum of 1) and as an action on your turn you can summon the dagger from nothing with charges equal to the result of the d4. This dagger uses your WIS modifier for the attack and damage rolls and the damage is 2d4 plus WIS modifier. Whenever you hit with the daggerryou can expend a charge to inflict a status onto the opponent in the form of paralysis or poisoned, when you do so the target must make a CON saving throw or be dealt the status effect. The dagger disappears when the charges are reduced to zero, you fall unconscious, or you dismiss it as an action. You regain all dice for the pool after a long rest.
Necrowhispering
You start hearing voices coming from the ground as you find bony hands emerging from the ground and soon a skeleton is standing in front of you as it awaits your orders. When you choose this feature option you gain the ability to raise those you have past from this world. You gain a pool of magic in the form of d4s equal to your WIS modifier (minimum of 1). As an action on your turn you can use a die from your pool and roll that die. The corresponding number equals the number of skeletons you spawn from the ground, you must be on dirt that is at least a foot deep before hitting any other substance or if there are bones lying around you then you can use this feature regardless of environment. These skeletons use the same statistics from the Player's Handbook along with additional health points equal to your wizard level rounded up. These skeletons are allied to you and anyone else that you designate and will fight to protect you at all costs. As an action on your turn you may command the skeletons to make an action individually. If you give them no command on your turn they will move their full speed to try to get back to you and be at your side. If one is at your side it will try to protect you from harm giving you three quarters cover on the side that it is on, the side it goes to is the closest it is to when it approaches you. The skeletons will stay with you up to 10 minutes, unless they are reduced to 0 Hit Points or you dismiss them as an action, and they will fall to the ground and fall apart. You regain all dice after a long rest.
Shadow Walking
Seeing the moon pass over you at night and seeing the gaze of it creating a shadow on the ground and you get the sense that this situation could be an opportunity to show off your true power of voodoo. When you choose this feature option you gain the ability to control and meld yourself into shadows. You gain a pool of magic in the form of d4s equal to your WIS modifier (minimum of 1) and as an action you can use a die from the pool to be able to submerge yourself into a shadow of your choice. If it is a unmovable object's shadow you remain in that shadow and if it belongs to a movable object's shadow then you stay in their shadow even if they are moving. You are able to jump between other shadows as well during the features duration and you are able to jump to other shadows a number of times equal to the result of the d4. If the shadow disappears while you are in the shadow you magically appear in the last spot the shadow touched and the feature ends early. The feature's duration is up to 10 minutes. You regain all dice in the pool after a long rest.
True Name
After you blink your eyes a couple of times you start to look around and all of a sudden you know all of their names and from the tomes that you have read you know what it takes to have your own personal slave. When you choose this feature option you gain the ability to know someone's name just by looking at them and can cast a spell on them so that they will follow your every command. You gain a pool of magic in the form of d4s equal to your WIS modifier (minimum of 1) and as an action you can try to take control over someone you can see and say their name in the spell. The target will make a WIS saving throw with a negative bonus equal to the result of the d4 and if they fail they are under the control of the caster. While you control them they will follow any command you tell them to the best of their ability. They remain under your control for 10 minutes, unless they drop to 0 Hit points or you end the feature as an action. You regain all dice for the pool after a long rest.
Voodoo Spells
You the voodoo spells at the wizard's level listed.
2nd: Charm Person, Detect Poison and Disease
4th: Darkvision, Moonbeam
6th: Feign Death, Gaseous Form
8th: Hallucinatory Terrian, Polymorph
10th: Dream, Reincarnate
These spells do not count against the number of spells you learn at those levels and these spells do not need to be prepared to use.
Recovering Voodoo
The power within you drains whenever you use it but you have now discovered how to help recover your magical pool quicker. When you gain this feature you may now regain 1 die from each pool of magic from your Unearthed Magic feature after finishing a short rest.
Alchemist Health
You have felt this magic for a while and have started to finally understand what it does, but not completely yet. However, you have learn how to use this magic to benefit your body as well. When you gain this feature you gain immunity to poison and acid damage. Also as a bonus action on your turn you may expend a dice from your pool of magic to heal yourself 1d4 Hit Points.
Black Magic Ritual
After learning all that you could from tomes and readings about voodoo you have now learned the greatest part of it all, how to fully control your magic. When you gain this feature you may now use your Unearthed Magic features without expending dice from your pool, instead you may spend 5 minutes performing a voodoo ritual. You may use this feature once per long rest.
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Posted Feb 26, 2019When does one unlock these skills? Most of it is not labeled to a level so it sounds like at lvl 1 but I know that is not right
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Posted Dec 14, 2018Very good but some thing are a bit to overpowered