Druid
Base Class: Druid

A Druid that has delved into necromantic magic, learning secrets of death to go along with life.  Witch Doctors consider death to be natural and part of life, to be cherished as much as life.

While certain civilized religions think of them as evil, they can be any alignment.  They are often members of primitive tribes.

Kill The Dying

As  bonus action, you may shoot a ray of necrotic damage at anyone unconscious.  Range is 30 ft, you get a +10 bonus to hit (in addition to your proficiency and Dex.) but dealing only one point of necrotic damage.  Note, if they are at 0 hit points, most likely this will give them a death save failure. 

Sacrifice the Living

After you have achieved 2nd level, when you kill a creature in melee combat (not ranged), as a bonus action you can restore up to half your druid levels in spell slots (rounded up).  None of the spell slots may be 6th level or higher.  You can't use this feature again until you finish a long rest.  For example when you are a 4th level Witch Doctor, you can recover up to two levels worth of spell slots - either a single 2nd level slot or two 1st level slots.  This does not work on Constructs or Undead.

Circle of Witchery Spells

Your explorations into the nature of death and enchantment have granted you access to certain additional spells.    At 3rd, 5th, 7th, and 13th level  (Note 13th, not 9th.) you gain access to the spells listed for that level in the Circle of Witchery Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Witchery Spells

Druid Level

Spells

3rd

blindness/deafness, ray of enfeeblement

5th

animate dead, bestow Curse

7th

blight, compulsion

13th

create undead, magic jar

Cauldron Brew

At 6th level you gain the ability to brew potions.  These potions are weaker than normal potions, they spoil once you take your next long rest (or 16 hours after you create them, whichever comes first).  It takes 20 minutes to make each potion and you can only do it once per long rest.  To make a potion, you need a large pot or cauldron, and access to some dead creatures (eye of newt, etc)   Your druid level limits the strength of the potion as follows:

Potion List

Druid Level

Potions

6th

1 Common Potion

9th

1 Uncommon Potion or 1 Common Potion

12th

1 Rare Potion or 1 Uncommon Potion or 2 Common Potions.

15th

1 Very Rare Potion or 1 Rare Potion, or 2 Uncommon Potions or 2 Common Potions

 

Voo Doo Doll

At 10th level you can create a Voo Doo doll.  Doing so takes 10 minutes and requires blood, hair, fingernail clipping or similar body part.   Once you have a Voo Doo Doll, you can stick a single pin in it.  You can stick multiple pins in the doll, but only the first one does anything.

If you stick a pin in the head, the victim suffers a -2 penalty to Intelligence until it is removed.  If you stick it in the heart, they suffer a -2 penalty to Constitution. Arm is -2 to Strength, Leg is -2 to Dexterity,  groin is -2 to Charisma, and finally belly is -2 to Wisdom.  These penalties do not stack in the same statistic - if a victim has two Voo Doo doll of them, both with pins in the Arm, the penalty is only -2.

Note, if someone casts a Remove Curse on he victim, they regain their stats and the doll is destroyed, but if you have more body parts, you can make another one.

You can make up to your Wisdom Bonus in Voo Doo Dolls at any given time. So if your Wisdom is 14, that would be two Voo Doo Dolls.  They can be of the same or different people, but each doll requires a different body part.  (i.e. if you have my blood you can only make a single Voo Doo Doll of me, no matter how much of my blood you have, but if you also have some of my hair, that would let you make a second Voo Doo Doll of me - remember to stick the pin in a different body part.)

 

Cursed Forest

At 14th level you can create a 1 square mile cursed forest full of dead trees and enchanted crows.   The area must have significant plant life, or the effect fails.   Doing so costs you 1,000 gp.  You can do this once per long rest (paying the 1000 gp each time  you do it), the ritual takes 1 hour to do.

You know when anyone entering your cursed forest, and can, spy on them via the crows, as if you has used Beast Sense on them.  The crows do not attack, but as an action, you may make one of the trees attack a single person in the forest doing 1d4 damage (use your spell attack).  The tree itself takes normal damage, having AC 13, and 10 hitpoints.   They are vulnerable to fire, but have Damage Resistance to Bludgeoning and Piercing.  You can only attack a single person per action, this is more harassment than anything else.

Finally, any fire that is not magically sustained will put itself out in one round.  I.E.  If you fireball a forest, the trees in the fireball itself take damage and are destroyed, but trees outside of the fireball area effect take no damage as the embers immediately go out.      But an Incendiary Cloud or similar spell  can wipe out large parts of the forest with a single spell.

Cursed Forests are not actual cursed; Dispel Magic, Remove Curse etc.  does nothing.  Aside from an Incendiary Cloud spell, only a Wish spell or killing the Druid will end the effect.

When used underwater you can create a Cursed Seaweed forest.  In that case, the crows are replaced with black Quipper fish (that do not attack), and the Seaweed is vulnerable to electricity rather than fire.

 

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