Wizard
Base Class: Wizard

As a Voodoo, you are shunned by other practitioners of magic for your study of the more, uncivilised arts. Unlike other wizards, your powers don't come from a manipulation of the weave, but rather you weave together spells from the left over presence of Old, Broken Gods long gone from this world. You use your powers to twist the forces of nature to your will, warping the elements into twisted distortions of what they once were. As your powers grow, you learn to grasp the darkest secrets of nature, learning the deepest secrets of reality at the cost of your sanity.

Voodoo Practitioner

Beginning when you select this school of magic at level 2, you can spend one hour creating a shrunken head or similar object such as a skull. As long as the head is on the same plane of existence as you, you can use one of the following effects. If a head is destroyed, you take 1d4 psychic damage.

  • Guard. The head will scream loudly if any creature you did not designate comes within 10ft of it. This includes invisible creatures.
  • Curse. Any creature within 5ft of the head must make a DC10 WIS save, on failed save, the target takes 1d4 necrotic damage.
  • Sight. As an action, you can see through the eyes of the head.
  • Speak. As an action, you can cause the head to speak for you.
  • All Knowing. As long as the head is within 1 mile of you, you know it's exact location.

Inflict Madness And Madness

Starting at 2nd level, as an action, you can force a creature within 20ft of you to make a DC12 CHA save. On failed save, the target starts screaming, laughing uncontrollably or some similar action of your choice for one minute. If you possess a body part such as hair or a finger nail of the creature, they have disadvantage against this saving throw.

Starting at level 3, your mind is slowly deteriorating from your insanity. Due to this, you gain the following effects. One at level 3, Two at level 5, Three at level 10, Four at level 14.

  • One. If you roll a natural one when casting a spell, you become unable to speak until the end of your next turn.
  • Two. When you take more than 15 hitpoints of damage in one round, distant whispers can be heard within 5ft of you. Any creature within 5ft becomes hostile towards you until the beginning of your turn.
  • Three. When a hostile creature that has hit you within the last 3 rounds comes within 5ft of you, you must use your next action to attack it.
  • Four. You are no longer effected by any of the previously mentioned effects.

Foul Puppetry

Starting at level 6, you gain the ability to create an cursed effigy. You can spend 8 hours to create a voodoo doll of a target, to create this effigy you must have a body part of the target. Once the doll is created, you can use the following effects. You can use one of these effects per day. If the spell Remove Curse is cast on the doll or the target, the effigy crumbles to ash.

  • Stab. You stab the voodoo doll, the target takes 1d6 piercing damage.
  • Burn. You light a match under the doll, the target takes 1d4 fire damage, the target then makes a CON save, on failed save, the target moves 5ft in a random direction.
  • Bind. You tie the doll in thread, the target must make a DC13 STR save, or become restrained. The target may repeat this save every round.
  • Blind. You tie a blindfold around the doll's eyes, the target becomes blinded for 1 round.
  • Puppeteer. As an action, you can use the doll as a marionette, the target makes a WIS save equal to your Charisma score minus 5. On failed save, you gain complete control over the target. The target repeats this save every round.

Shadow Savant

Starting at level 10, you gain an innate control over shadows. Once per long rest, you can use one of the following actions (With the exception of Shadow Animation).

  • Shadow Step. As an action, if in dim light or darkness, you can teleport into a shadow within 30ft.
  • Shadow Coil. As an action, you can force a creature within 20ft to become entangled in it's own shadow, the creature must make a DC13 STR save, or become restrained. It may repeat this saving throw at the beginning of each of it's turns.
  • Shadow One. As an bonus action, you can cause your own shadow to become physical, allowing you to use two actions in a turn.
  • Shadow Animation. As a bonus action, you can animate your own shadow, making it take any shape you wish. However, it cannot become larger than 20ft in any direction. You may use this feature infinitely.

Nightmare Scape

Starting at level 14, you have gained some form of control over your own insanity, however your mind has become a twisted, perversion of what it once was. Due to your now, unpredictable mind, you gain the following effects.

  • You are now immune to being charmed.
  • Your mind can no longer be read or altered by magical means without your permission, anything attempting to do so must make a WIS save against your Charisma Score, on failed save, they take 1d6 psychic damage.
  • Any creature that casts a divination spell with you as the target, must make a INT save against your Charisma score, on failed save, the creature becomes Frightened until the end of your next turn. (Once per long rest)
  • Any creature that casts an enchantment spell with you as the target must make a WIS save against your Charisma score, on failed save, the creature takes 2d6 psychic damage. (Once per long rest)
    • As an action, you force a creature within 40ft to make a DC15 WIS save, on failed save, the creature's alignment becomes one of your choosing for 1d4 hours. (Once per long rest)

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