Base Class: Cleric
The Gods of Voodoo are fickle, mischevious. Often they are considered among the Trickery Domain but their chosen know different. To these deities ownership of one's body is something fanciful, almost laughable - one must be strong enough to claim ownership of something, and those who easily fall prey to enchanting magics are nothing more than puppets, free to be controlled by those who have true strength and willpower. Followers of these deities seek to strengthen their willpower not only over themselves but over others as well, whether to help guide others, or play the part of a cruel puppeteer.
Voodoo Domain Features
Cleric Level | Feature |
1st | Domain Spells, Bonus Proficiency, Pull the Strings |
2nd | Channel Divinity: Curse |
6th | Friends on the Other Side |
8th | Borrowed Puppet |
17th | Harrowing Curse |
Domain Spells
You gain domain spells at the cleric levels listed in the Voodo Domain Spells table. See the Divine Domain class feature for how domain spells work.
Voodoo Domain Spells
Cleric Level | Spells |
1st | Command, Detect Magic |
3rd | Calm Emotions, Hold Person |
5th | Animate Dead, Bestow Curse |
7th | Death Ward, Locate Creature |
9th | Geas, Scrying |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with the Herbalism Kit.
Pull the Strings
At 1st level, you've learned how to use your magic to alter and adjust creatures' actions ever so slightly, whether it's to their benefit or yours. You learn the Guidance cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet and you can cast it as a bonus action.
Channel Divinity: Curse
Starting at 2nd level, you can use your Channel Divinity to place a curse on another creature. As an action, you choose one creature you can see within 30 feet of you, and choose one of the following curses to take hold of them;
- Slowness: The target's movement speed is reduced by 1d4 x 5 feet.
- Weakness: The target's AC is reduced by 1d4.
- Apathy: The target's ability checks are reduced by 1d4.
This curse lasts until the end of your turn, after a number of rounds equal to half your Wisdom modifier rounded up (minimum of 1).
Friends on the Other Side
At 6th level, you gain the favour of those in the spirit world. As an action on your turn you can summon protective spirits around yourself or a creature you can see within 30 feet of you for a number of rounds equal to half your Wisdom modifier rounded up (minimum of 1). For the duration the creature gains +2 to their AC, additionally whenever a creature hits with a melee attack against the protected creature, the spirits lash out against the attacking creature, dealing 2d6 necrotic damage.
Once you use this feature you cannot do so again until you finish a long rest.
Borrowed Puppet
Starting at 8th level, you can borrow the corpse of a creature you slay, puppeteering it to fight for you. When you slay a medium or smaller creature, you can use your reaction to cause it's deceased body to rise back up and fight for you as a 'puppet' for a number of rounds equal to your Wisdom modifier (minimum of 1), or until the puppet's hit points are reduced to 0. It uses the statistics of the fallen creature, however it cannot cast spells even if the creature could before it's death and it has a hit point total equal to your Cleric level. As a bonus action on your turn you can issue a command to the puppet and it will follow to the best of its ability.
Once you use this feature you cannot use it again until you finish a long rest.
Harrowing Curse
At 17th level, you can choose to expend two uses of Channel Divinity to perform a Harrowing Curse. You create a burst of voodoo magic in a 20 foot radius around you, cursing all hostile creatures in the area unless they succeed on a Wisdom saving throw against your spell save DC. The curse lasts for a number of rounds equal to half your Wisdom modifier rounded up (minimum of 1) and has the following effects;
- The creature's movement speed is reduced by 1d4 x 5 feet.
- The creature's AC is reduced by 1d4.
- The creature's ability checks are reduced by 1d4.
- The creature has disadvantage on attack rolls.
Previous Versions
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