Base Class: Sorcerer
Haunted casting
Your magic is connected to your soul, and the physical embodiment of it. Through this ancestry your past was tainted with a relic, something that held a spirit of immense power. This spirit was not connected to the material plane in an attempt to give power to those in contact with it, but due to prolonged exposure to such a spirit your soul has been shaped to mirror it and therefore it’s abilities. When you choose this sorcerers origin at level 1 you gain the following abilities:
Choose a spirit type that molded your soul; The spirit has no effect on your game statistics but has certain abilities associated with it, this comes in the form of a spell, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. (you may also work with your DM if you feel that none of these options fit your character!)
|
Spirit imbued relic |
Mirrored Spell |
|
Ancient Sarcophagus |
Command |
|
Child-like Doll |
Hex |
|
Eerie Mask |
Hideous Laughter |
|
Ash-filled Ern |
Hellish Rebuke |
|
Possessed Weapon |
Wrathful Smite |
Made of a Mold
Starting at 1st level, You’re connected to a physical item, something that holds value in you. This Item can take any form you like under two conditions: it must appear relatively humanoid (though it can be broken or mauled if you’d like) and it must have a physical piece of you within it (ex. A thread of hair binding it together, or a drop of blood inside it) (this item will often take on traits of your chosen relic as well, perhaps by wearing a twisted version of your haunted mask, or always having button-doll eyes). As long as you have this ‘Voodoo’ on your person, you have advantage on your first death saving throw per initiative. In addition, if you are reduced to 0 hp you may use your reaction to cast the spell granted to you by your chosen relic without expending a spell slot (if this spell requires concentration, it lacks that requirement for this casting). Once you use this feature, you can’t use it again until you finish a short or long rest. if you ever loose your Voodoo, you may spend one hour to perform a ritual to make a new one, this hour can go alongside a short rest.
Animated Voodoo
Starting at 6th level, the energy coursing through your soul can latch onto your chosen Voodoo. Your Voodoo doll springs to life to assist you in a number of limited ways. Your Voodoo now acts as if they have had the “find familiar” spell cast on them. On your turn you may command your Voodoo as a bonus action to take one of the following actions: Dash, Disengage, Hide, Help, etc. if you do not command your Voodoo they will automatically take the Dodge action. You can now see through your Voodoo’s senses as if they were your own, but unlike the find familiar spell, this effect is permanent and grants you a darkvision out to 60 feet if you didn’t already have the darkvision feature. Your Voodoo cannot attack, shares your health, and has a hovering speed equal to your walking speed. All of your Voodoo’s stats are equivalent to yours, as they are a perfect representation of you. Because of this connection, any status effect that affects you will also affect your Voodoo doll and vice versa. When rolling a saving throw to resist the effects of a spell or other ability that hits both you and your Voodoo, you may consider the spell to have only targeted one of you.
Mold Bonded
Starting at 14th level, you can see the presence of your spirit imbuing itself on your soul even further.
|
Spirit imbued relic |
Mirrored Spells (2nd and 3rd level) |
|
Ancient Sarcophagus |
Phantasmal Force, Vampiric Touch |
|
Child-like Doll |
Rope Trick, Blink |
|
Eerie Mask |
Crown of Madness, Hypnotic Pattern |
|
Ash-filled Ern |
Heat Metal, Fireball |
|
Possessed Weapon |
Shadow Blade, Blinding Smite |
The relic you chose when you chose this subclass is the same relic that you get spells from here. If you already have one of these spells on your known spell list, you may replace it with another spell on the sorcerer spell list. These spells are now added to the list of spells that benefit from your “Made of a Mold” ability. In addition to these spells, you also gain the ability to cast whatever first level spell you gained from your “made of mold” ability without expending a spell slot permanently.
Dolls Embrace
At 18th level, you gain the ability to resonate with all facets of your soul even with impossibly bad injuries. As a bonus action, if your Voodoo is within 60 feet of you, when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Your Voodoo then teleports within 5 ft of you and grants you the help action on your next roll. After your turn ends, the Voodoo de-animates and loses all of its abilities earned from the “Animated Voodoo” ability until you take a long rest or use 4 sorcery points to reanimate it as an action.
Once you use this feature, you can’t use it again until you finish a long rest.
Haunted casting
Choose a spirit type that molded your soul; The spirit has no effect on your game statistics but has certain abilities associated with it, this comes in the form of a spell, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. (you may also work with your DM if you feel that none of these options fit your character!)
|
Spirit imbued relic |
Mirrored Spell |
|
Ancient Sarcophagus |
Command |
|
Child-like Doll |
Hex |
|
Eerie Mask |
Hideous Laughter |
|
Ash-filled Ern |
Hellish Rebuke |
|
Possessed Weapon |
Wrathful Smite |
Made of a Mold
As long as you have this ‘Voodoo’ on your person, you have advantage on your first death saving throw per initiative. In addition, if you are reduced to 0 hp you may use your reaction to cast the spell granted to you by your chosen relic without expending a spell slot (if this spell requires concentration, it lacks that requirement for this casting). Once you use this feature, you can’t use it again until you finish a short or long rest.
Animated Voodoo
Your Voodoo now acts as if they have had the “find familiar” spell cast on them. On your turn you may command your Voodoo as a bonus action to take one of the following actions: Dash, Disengage, Hide, Help, etc. if you do not command your Voodoo they will automatically take the Dodge action. You can now see through your Voodoo’s senses as if they were your own, but unlike the find familiar spell, this effect is permanent and grants you a darkvision out to 60 feet if you didn’t already have the darkvision feature. Your Voodoo cannot attack, shares your health, and has a hovering speed equal to your walking speed. All of your Voodoo’s stats are equivalent to yours, as they are a perfect representation of you. Because of this connection, any status effect that affects you will also affect your Voodoo doll and vice versa. When rolling a saving throw to resist the effects of a spell or other ability that hits both you and your Voodoo, you may consider the spell to have only targeted one of you.
Mold Bonded
|
Spirit imbued relic |
Mirrored Spells (2nd and 3rd level) |
|
Ancient Sarcophagus |
Phantasmal Force, Vampiric Touch |
|
Child-like Doll |
Rope Trick, Blink |
|
Eerie Mask |
Crown of Madness, Hypnotic Pattern |
|
Ash-filled Ern |
Heat Metal, Fireball |
|
Possessed Weapon |
Shadow Blade, Blinding Smite |
The relic you chose when you chose this subclass is the same relic that you get spells from here. If you already have one of these spells on your known spell list, you may replace it with another spell on the sorcerer spell list. These spells are now added to the list of spells that benefits from your “Made of a Mold” ability. In addition to these spells, you also gain the ability to cast whatever first level spell you gained from your “made of mold” ability without expending a spell slot permanently.
Dolls Embrace
As a bonus action, if your Voodoo is within 60 feet of you, when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Your Voodoo then teleports within 5 ft of you and grants you the help action on your next roll. After your turn ends, the Voodoo de-animates and loses all of its abilities earned from the “Animated Voodoo” ability until you take a long rest or use 4 sorcery points to reanimate it as an action.
Once you use this feature, you can’t use it again until you finish a long rest.
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