Cleric
Base Class: Cleric

Not all Voo Doo is black magic and can be used to do good in the world as well as healing and creating safe well being for other people.

The use of dolls creates the boundary of magic through the use of rituals instead of pure casting.

Using the dolls that you create, you can do anything in the spectrum of magic in the cleric class. But the caster must use their own hit point pool to cast said spells. Also must take long rests after casting any amount starting with 1 cast being a short rest to 4 casts being a extra long rest. A Voo Doo Healer can give his/her own life for the cause to go into the other plane as a hero. If that is the choice one takes they become a Loa for the people they was protecting living the embodiment of what they gave their life for. 

They would still use normal cantrips if they so choose but the rest of their spells will be described in detail how they are used below. 

Cantrips

At 1st level, you know three cantrips of your choice from the Cleric spell List. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

 

Blood Sacrifice

Blood sacrifices

Level 1- Self Sacrifice Ritual - The Voo Doo Healer chooses to use his own blood as a sacrifice to heal and or cure any part member on the roll of a 1d4 + Wis Modifier of caster

Blood Sacrifice 2

Level 2- One's own blood ritual- The Voo Doo Healer can use the blood of a accepting party member to heal themselves up to 6 points of dmg , by taking a action of of the player that is being healed the party member on the roll of a 1d6 + the Wis Modifier of the caster

Voo Doo Alchemy

Level 5- Voo Doo Alchemy- At level 5 in the sub class the Voo Doo Healer picks one of the following 3 choices as a alchemy to make a special voo doo potion

              Healing Mist Grenade- A AOE Grenade that does up to 1d6 + Wis Modifier to any friendly target with in 10 feet of landing spot - Must use herbs native to swamps to make and takes a short rest to create. Strength of Grenade falls to 1d4 + Wis Modifier after 12 hours of no use and 0 at 24 hours

              Resistance Potion- A 1 hour potion used to resist any pool of users choice - Must use herbs native to swamps or plains to make and takes a short rest to create

              Water Breathing- a 1 hour potion used to create underwater breathing without issue - Must use herbs native to swamps or water side areas and takes a short rest to create.

Voo Doo Alchemy 2

Level 14- At level 14 in the sub class the Voo Doo Healer picks one of the following 3 choices as a alchemy to make a special voo doo potion to further his studies 

                  Mind Reading - A 1 hour potion to gain the of Detect Thoughts against Con Modifier - Must use herbs native to the mountain areas and takes a short rest to create.

                  Be The Hero- A 1 hour potion to gain Heroism without issue- Gaining 10 hit points for that hour- Must use herbs of Dms choice due to balancing 

                   Animal Friendship- A 1 hour potion to gain Animal Friendship without issue - Must use herbs native to woodland areas and takes a short rest to create 

Black or White Magic

Level 17- Black or White Magic- At level 1 the Voo Doo Healer gets to pick which path he/she chooses to go down.

                Black magic- Changes all spells and cantrips into only being cast at the cost of the Voo Doo Healers sacrifice. Be it by blood or sacrifice of gold, or their own materials. (DM's Choice on this ) Also gains-Speak to the dead- The Voo Doo Healer can burn a effigy of the dead to speak to them for 10 mins after the full 10 min ritual is finished

                White Magic- Changes all spells and cantrips into creating things from nature to create the spell being cast. (Once again DM's Choice for balancing) Also Gains - Remove Evil-The Voo Doo Healer can learn how to remove all evils and curse from any target of choice takes 50% of the current Hit pool to cast. After ritual is cast the Voo Doo Healer must take a long rest to be better and if they do not they are infected by the evil or the curse. Caster has 4 hours to start the long rest before curse takes hold of them.

 

 

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9/26/2018 8:58:09 PM
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