Cleric
Base Class: Cleric

DISCLAIMER

(this is a clone of the approved homebrew made by Raigeki. The contents here may or may not be updated correctly.)

For as silly as it sounds, Voodoo is no joke. A cousin to the necromancer, Voodoo clerics deal in curses, specifically voodoo curses. Just as normal clerics draw from light and the power of life, voodoo clerics see the power in a creature right before they die. Often, powerful creatures will use their remaining life when dying to curse a land or it's people; only an expert voodoo doctor can cure them.

 

Voodoo clerics often follow gods who deal in death and souls, empowering themself with the death of creatures around them. They can take the twisted emotions of the recently dead and empower or direct them to another target; sometimes even cursing that poor fool to death. Voodoo clerics can also easily communicate with the spirits of the dead who still linger on the material plane.

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons, shields, and heavy armor. You know the spell Hex, and it is automatically prepared for you.

Voodoo Magic

At 1st level, you learn to draw power from creatures dying around you, turning them into curses to use against your foes. When a creature dies within 60ft of you, you may use your reaction to choose a creature within 60ft of you that you can see to curse. The target must succeed on a charisma saving throw against your spell save DC, or be cursed for a number of days equal to your cleric level. The curse is determined by the dead creature's creature type. If a creature is not one of these types, you may choose any curse from the list:

Humanoid/Giant: Curse of Flesh: Your AC is reduced an amount equal to the cleric's proficiency bonus

Beast/Monstrosity: Curse of Blood: Your blood flows irregularly. You cannot receive healing, and your max hit points cannot be increased. In addition, silvered attacks deal additional damage to you equal to the cleric's level.

Dragon/Elemental: Curse of the Elements: You gain vulnerability to cold, fire, lightning, acid, or thunder damage. If you would normally have immunity to one of these types, that type cannot be chosen.

Fiend/Undead: Curse of Dread: All saving throws you roll are reduced by the cleric's proficiency bonus. In addition, abilities that work specifically on fiends or undead now apply to you as well.

Ooze/Plant: Curse of Mindlessness: You lose proficiency in intelligence saving throws, skills, and weapons or tools. You cannot learn new information, and  can only understand a single language of your usual list of languages (your choice which)

Aberration/Construct: Curse of Uncanniness: Your appearance becomes alien in some way. You lose You lose proficiency in charisma saving throws, skills, and weapons or tools. In addition, You can only have a maximum of one condition immunity (your choice which you keep). Adamantine attacks deal additional damage to you, equal to the cleric's level.

Celestial/Fey: Curse of Light: You cannot see, including special modes of sight. In addition, your spell save DC and spell attack bonus is decreased by an amount equal to the cleric's proficiency bonus.

Channel Divinity: Voodoo Doll

Starting at 2nd level, the cleric can use Channel Divinity as an action to create a doll, linked to a creature they can see or know the name of. The doll has an AC of 10, and 10 for all ability scores. As long as that doll is within 60ft of the target creature and is visible to it (including special forms of sight), any damage or effects taken by the doll are also taken by the creature, using it's saving throws and stats. The creature can still use abilities like Legendary Resistance in order to affect rolls, but their proficiencies and bonuses are not applied.

The doll also has it's own hit points; equal to your cleric level times ten. If the creatures damages the doll, these hit points are reduced, instead of it's own. If the doll is destroyed, the effects ends.

Good Voodoo

Starting at 6th level, you can turn your curses into benefits for yourself. You gain an immunity to the effects of curses of any kind, and can turn their demerits into benefits sometimes (DM discretion). In addition, you may curse yourself, holding a maximum number of your own curses equal to your proficiency bonus. While cursed, you gain the following benefits:

Humanoid/Giant: Curse of Flesh: Your AC is increased by an amount equal to your proficiency bonus

Beast/Monstrosity: Curse of Blood: Your blood flows to heal wounds more easily. You recover 3 hit points at the end of each of your turns.

Dragon/Elemental: Curse of the Elements: You gain resistance to cold, fire, lightning, acid, or thunder damage. 

Fiend/Undead: Curse of Dread: All saving throws you roll are increased by an amount equal to your proficiency bonus.

Ooze/Plant: Curse of Mindlessness: You gain proficiency in intelligence saving throws and skills. You also learn one new language of your choice, for as long as the curse is active.

Aberration/Construct: Curse of Uncanniness: You gain proficiency in charisma saving throws and skills. Constructs will regard you as friendly until you deal damage to them.

Celestial/Fey: Curse of Light: You gain 30ft of either blindsight or truesight. In addition, your spell save DC and spell attack bonus is increased by an amount equal to the your proficiency bonus

Hexxer's Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. Once per turn, when the cleric attacks with a weapon attack, they can also cast a cantrip as a part of that attack, as long as that cantrip does not include a attack roll as part of it's effect. If you have the Hex spell on a creature you are attacking, you can make two attacks, instead of one when you take the attack action.

Improved Voodoo Curse

Starting at 17th level, your power reaches a dark climax. Your Voodoo magic feature no longer requires a reaction, only that you see the creature die. In addition, the duration of all your curses is now your cleric level in months. Your powers of death are so strong, that while dead, you can still cast a spell to resurrect yourself with only material components and the usual spell slot.

Your curses are always applied to a  creature (though they may ignore their effects). If a curse's effect is ignored, suppressed or otherwise fails to work as worded, it instead becomes a cancerous curse:

Cancerous Curse: The effects of this curse cannot be suppressed or negated. Each time the afflicted creature starts their turn or attacks, another cancerous curse is applied to the target (ex. 1 curse turns into 2, then 4, then 8). When applied, that creature takes 5 more damage from all sources.

Spells and effects that specifically remove curses, like Remove Curse are still effective against your curses. But spells and effects that do not specify curses specifically count for this effect.

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