Base Class: Druid
Many question the witch like mindset of a voodoo druid, but they truly don't know the potential of their powers. As ancestors to the modern druids, they possess more primitive methods and lean more to the side of magic more than wild shaping. Many go into hiding to isolate themselves and train in their voodoo magic with their mind being one with the wild making them a master of the forest. They are seen speaking with animals and cursing those who dare upset them. Their curses and effects are truly something to fear when considering to battle them, which is why many agreed to leave them be in fear that they will win in battle.
Ancient Recipe
At 2nd level,you gain proficiency in alchemist supplies and herbalism kit as well you have the ability to make potions cheaper than average potions by infusing liquids with your voodoo magic. you can make 1 potion with a component pouch, herbalism kit, alchemist supplies, 15 GP, a glass bottle or glass vial, and 10 minutes. There are many options but all come with one flaw to the potion due to the way they are made. you can expand your recipes if you find a potion recipe and learn it. You can make the following recipes:
1. A Potion of healing (common), but will give -2 to all of the user's rolls for 1 minute.
2. A acid vial that will explode the liquid outwards if not used within a hour.
3. Alchemist fire that will enrage the creature when hit, giving them +1 to their attack rolls.
4. Potion of climbing but makes the user slower, your speed is 5 ft less for 1 hour.
5. Potion of flying but it turns the user into a hawk for the duration of the potion giving them the stats of a hawk.
6. Philter of Love but it causes the one effected by it to be violently obsessed with the user.
Note: You can have other recipes by learning them, but by making them with this ability, they must have a single flaw in their design. The DM can decide what flaw will be put on it if you decide to make other potions with this ability. Take note that the higher the rarity of the potion, the worst the flaw is allowed to be.
Hagish Form
At 3rd level, you can channel your inner magic to form a haggish appearance. for 1 minute, you do 1d6 as your unarmed attacks and as well you add 1d4 to any roll of your spells. You can only increase or decrease spell attacks but can't do both per turn. Once the effect ends, you turn back to normal you can't use it again until you finish a short rest.
Voodoo Curse
At 6th level, you possess the power to curse a creature with mysterious voodoo magic. You curse the foe with a wild curse that can do many thing. you gain the bestow curse spell and when doing a bestow curse spell, you can instead use a far more powerful voodoo curse. You can use the bestow curse spell at a range of 30 ft if not in touching distance. You can choose from the following voodoo curses:
Curse of the shrunken head: You summon a floating stitched faced head that floats above a single target which causes their eyes and mouth to be stitched close for the duration of the curse. They are blind and can't speak till the curse ends.
Curse of the banshee: you cause a spiritual scream to echo in the mind of a creature that deafens the foes hearing. for the duration of the curse, they can't hear any noise.
Curse of distance: you cause a propelling force to distance a creature from a chosen target making them not allowed to enter combat with the target chosen. For 1 minute , the creature can't enter melee range with the chosen target.
Curse of the voodoo doll: You summon a living voodoo doll that sticks by a chosen target, if any creature was to attack the chosen target, they will recieve half the damage back if the target takes damage to their attack. The doll disappears after the duration of the curse.
Curse of the hanged: you summon a spirit who hangs by a noose, if a creature is to be looking in the direction of the hanged spirit, they will have the fear effect till they stop looking in the direction of the where the hanged spirit is. The spirit disappears after 1 minute.
Curse of the moon: if casted at night, all attacks on a creature has advantage for 1 minute with the downside that the creature becomes a more beastly version till 1 minute ends allowing them +1 ac and +1 to attack rolls as well gain dark vision and blind sight at a distance of 60 ft.
Nature's eye
Starting at 10th level, you can summon a beast companion. This companion allows you to see and hear what they see and hear as well will allow you to speak telepathically to any chosen creature. If the creature was killed, you can summon a new one on the next dawn after it's death. You can speak to the companion and it can understand what you say to it. The stat block of the creature depends on what you summoned with the exception that it can't be higher than the CR of what you are able to wild shape into. As a final addition, you can make the creature grow unusual features like a lizard tail or hawk wings as an example, these changes do effect their speed, attacks, abilities, and other traveling styles but can only be done while the creature is still alive.
Note: when changing the features of the beast companion, you must have dm's discretion before allowing certain changes.
Voodoo Headmaster
At 14th level, You have perfected the way of magic, concoctions, and companions. You now have the ability to further attune with your powers. You gain the following effects:
1: When making potions, you make 1d4 of the potion instead of 1 but still carries the flaws.
2: Any conditions a creature has is doubled in duration, as well as any concentration spells can be concentrated for up to an hour.
3: Your companion from the nature's eye ability can now channel your spells as being a spell focus. You can cause the spell to disperse from the companion as if you casted the spell from it.
4: You can cause 2 curses to be summoned when using bestow curse instead of cursing a single target.

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