Base Class: Cleric
The voodoo domain cleric does not worship a "god" per se... rather, they worship and commune with the spirits of the world, both living and dead. By creating a totem of a creature using it's body parts, a voodoo cleric binds that creature's soul to themselves, and can help or harm that creature from any distance.
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 | charm person, command |
3rd | calm emotions, hold person |
5th | bestow curse, remove curse |
7th | blight, death ward |
9th | dominate person, greater restoration |
Create Totem
Upon choosing this domain at 1st level, you can craft a totem of a creature, binding them to you magically.
You can spend an action to craft a totem of a creature. To create a totem, you need to have a piece of the creature’s body (such as a lock of hair or fingernail clipping), which can be obtained via consent or by force, but must belong to the creature. You can have one totem for each allied player character plus a number of additional totems equal to your spellcasting modifier (minimum 1). When a creature that you possess a totem of is reduced to half of its maximum hit points or dies, you immediately sense it. You can spend 10 minutes to unbind a soul from a totem, at which point the totem is destroyed and you can no longer use any of your features on that creature that require you to have a totem (until such a time that you create a new totem for that creature).
Voodoo Healing
At 1st level, you can channel your healing magic through your totems.
You can cast spells that restore hit points to a creature through the totem of that creature, regardless of the spell’s range; as long as that creature is on the same plane of existence as you, they will receive the healing of the spell as if you had cast it on them as normal.
Channel Divinity: Fate's Reversal
Starting at 2nd level, you can use your Channel Divinity to manipulate the threads of fate, swapping your position with a creature whose soul is bound to you.
As a bonus action, you can swap places with a creature within 60 feet of you that you have a totem of.
Threads of Binding
Also at 2nd level, your spiritual connection to the totems you carry allows you to protect them at the cost of your own vitality.
As a reaction, when a creature you have a totem of and that is on the same plane of existence as you takes damage, you may give that creature resistance to all damage until the end of that turn. If you do, you take the same amount of damage as that creature during that turn.
Totem Spellcasting
At 6th level, you can call upon the spirits that fuel your magic and channel more spells through your totems.
When you cast a spell that targets one or more creatures, you may choose a number of your totems equal to the number of targets the spell you're casting can choose, and the effects of the spell will reach that creature regardless of the spell’s range as long as they are on the same plane of existence as you. You can use this feature a number of times equal to your wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Improved Voodoo Healing
Starting at 6th level, your recovery magic becomes more efficient when used through your totems.
When you heal a creature through its totem using your Voodoo Healing feature, you restore an additional amount of hit points equal to your proficiency modifier.
Curse of Misfortune
Starting at 8th level, you can even alter the fate of creatures whose souls are bound to you.
As an action, you can curse a creature you possess a totem of, giving them disadvantage on all attack rolls and saving throws until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Heart Stop Ritual
At 17th level, you have gained the knowledge of a ritual meant to kill a creature bound to you instantly.
Over the course of 10 minutes, you can perform this ritual on a creature you possess the totem of by stabbing it through its heart with a ritual dagger. The target makes a constitution saving throw against your spell save DC, taking 5d10 psychic damage and 5d10 necrotic damage on a failure and half as much on a success. After performing this ritual, the totem and your bond to that creature is destroyed, and you can no longer use any of your features on that creature that require you to possess a totem of them (until such a time that you create a new totem for that creature).
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