Base Class: Cleric
A piece of hair, a few bones, a pinch of herbs here and there. Voodoo practitioners are masters of the body and arcane arts. Seeking aid from the spirit realm to divine and control, a Voodoo master is not an adversary to be trifled with. Those who have taken the time to educate themselves are well informed of the mysterious lwa and the glorious danger of their might and power. Once one is called upon by lwa, they are trained appropriately and unlock the sacred Voodoo traditions. The mind, body, and soul are a Voodoo cleric’s plaything, and bends to the will of their strength. With the right tools, one can ascend to heights unknown. Clerics that follow the call of the lwa understand the beauty of the soul, during and after life, and know how to harness its power to achieve their goals. To a Voodoo cleric, life doesn’t end with death, but opens a new door to greater power.
Voodoo Domain Spells
You gain domain spells at the cleric levels listed in the Voodoo Domain Spells table. See the Divine Domain class feature for how domain spells work.
Voodoo Domain Spells
CLERIC LEVEL | SPELLS |
---|---|
1st | Bane, Identify |
3rd | Hold Person, Augury |
5th | Bestow Curse, Spirit Guardians |
7th | Divination, Locate Creature |
9th | Contagion, Contact Other Plane |
Collecting Necessities
As a Voodoo practitioner, you’ve become adept at sneaking pieces of a creature’s biological matter.
At 1st level, you become proficient in Sleight of Hand and Perception
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Lucky Charm
Also starting at 1st level, during a short or long rest, you can spend 1 hour crafting a gris-gris. As an action, you can crush the charm and grant yourself a fountain of luck. Whenever you make an attack roll, an ability check, or a saving throw, you can roll an additional d20. You can choose to use the gris-gris after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
Channel Divinity: Voodoo Doll
Starting at 2nd level, you can use your Channel Divinity to create a Voodoo doll.
As a ritual that takes 1 hour, you can make a Voodoo doll made of leather and cotton worth 10 sp in the likeness of a creature known to you or that you have a biological component of. You can use this doll to affect the creature in a number of ways. The creature must make a WIS saving throw against your spell save DC. On a successful save, nothing happens and the doll disintegrates in a pile of ash. The creature can choose to fail the save. You can’t use this feature on an undead or a construct.
Name Heard - As an action, you can use a pin to pierce the doll. On a failed save the creature may take 1d10 piercing damage but there is a 25% that the effect backfires and damages you instead. Roll a d4. If you roll a 1, you automatically take 1d10 piercing damage. If the creature successfully saves, you also automatically take 1d10 piercing damage. After you or the creature takes damage, the doll disintegrates.
Acquainted - As an action, you can use a pin to pierce the doll. On a failed save the creature takes 1d10 piercing damage. After the creature takes damage, the doll disintegrates. This effect ignores resistances.
Known- As an action, you can use any cantrip on the doll. On a failed save the creature takes half the normal effect of the spell. After the spell takes effect, the doll disintegrates.
Well Known - As an action, you can use any 1st level spell or cantrip on the doll. On a failed save the creature takes the normal effect of the spell. After the spell takes effect, the doll disintegrates.
Biological Component - As a bonus action, you can use any 1st level spell or cantrip on the doll without expending a spell slot. The creature must make the saving throw at disadvantage. On a failed save the creature takes the normal effect of the spell. This spell ignores resistances. You can use the doll 1d4 times, after which the doll disintegrates.
You can create a number of dolls equal to half your wisdom modifier rounded down at a time, if you attempt to create any more dolls, they all spontaneously combust in a flash of eerie green light. Any creature within a 15 ft radius of the dolls takes 1d12 fire damage and is blinded for 1d4 hours. After a number of days equal to your proficiency bonus, the dolls disintegrate.
Shrunken Head
Starting at 6th level, you can summon a shrunken head. You choose what this head looks like.
You can use your action to perceive through its senses until the end of your next turn. Additionally, while perceiving through the head’s senses, you can also speak through the head in your own voice, the head is animated as though it is speaking itself. As long as the head is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the head's senses, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet, and you are blinded and deafened to your own surroundings.
The head has 5 x your cleric level hit points and an 11 AC. If the head is destroyed while your connection is intact, you take 2d10 psychic damage and are blinded and deafened for 10 minutes.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Dark Puppeteer
Starting at 17th level, as an action you can use your Voodoo doll to take control of another creature’s body.
If the creature is Known or Well Known, it must make a WIS saving throw. On a successful save, nothing happens. On a failed save, you cast dominate person, dominate beast, or dominate monster (whichever is appropriate) without using a spell slot. If you have a Biological Component of the creature, it automatically fails the saving throw. The creature can use subsequent turns to make another saving throw.
On a successful saving throw, the doll disintegrates into a pile of ash.
Previous Versions
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4/14/2024 12:41:14 PM
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