https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Catmanaz&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T10:38:39ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1442227Voodoist (5e Class)2021-02-24T17:40:53Z<p>Catmanaz: /* Path of the Gam */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the hermit background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Puppeteer}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Empowered Voodoo Pact}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Spirit Whisper}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Voodoo path}}<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Field of Sorrow}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo Mastery}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave. Assuming you have its remains. if no remains are intact the spirit is inaccessible.<br />
When you call forth a spirit in is capable of speech and has the stats of a ghost from the monster manual. The spirit acts according to its personality and is not magically inclined to listen to you or follow your commands.<br />
<br />
You can use this feature once a day, the use of this feature resets at midnight.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field in a 15ft sphere centered on yourself that lasts 1 minute and corrupts the living. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field.<br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
You must finish a short or long rest to reuse this feature.<br />
<br />
==== Voodoo Mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
==== Path of the Gam ====<br />
<br />
The path of the gam or limb, focuses on influencing the world around you.<br />
<br />
;{{#anc:Eye for Detail}}<br />
Starting at 3rd level. You can use charisma instead of strength or dexterity for weapon and damage rolls.<br />
<br />
;{{#anc:Gam Voodoo}}<br />
Starting at 3rd level. You can add 2 to damage dealt by you to creatures affected by your voodoo pact.<br />
<br />
;{{#anc:Limb for Limb}}<br />
Starting at 6th level. When you are hit by an attack by a creature affected with your voodoo pact.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1442226Voodoist (5e Class)2021-02-24T17:36:24Z<p>Catmanaz: /* Path of the Gam */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the hermit background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Puppeteer}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Empowered Voodoo Pact}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Spirit Whisper}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Voodoo path}}<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Field of Sorrow}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo Mastery}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave. Assuming you have its remains. if no remains are intact the spirit is inaccessible.<br />
When you call forth a spirit in is capable of speech and has the stats of a ghost from the monster manual. The spirit acts according to its personality and is not magically inclined to listen to you or follow your commands.<br />
<br />
You can use this feature once a day, the use of this feature resets at midnight.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field in a 15ft sphere centered on yourself that lasts 1 minute and corrupts the living. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field.<br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
You must finish a short or long rest to reuse this feature.<br />
<br />
==== Voodoo Mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
==== Path of the Gam ====<br />
<br />
The path of the gam or limb, focuses on influencing the world around you.<br />
<br />
;{{#anc:Eye for Detail}}<br />
Starting at 3rd level. You can use charisma instead of strength or dexterity for weapon and damage rolls.<br />
<br />
;{{#anc:Gam Voodoo}}<br />
Starting at 3rd level. You can roll<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1442225Voodoist (5e Class)2021-02-24T17:34:50Z<p>Catmanaz: /* path of the gam */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the hermit background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Puppeteer}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Empowered Voodoo Pact}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Spirit Whisper}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Voodoo path}}<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Field of Sorrow}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo Mastery}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave. Assuming you have its remains. if no remains are intact the spirit is inaccessible.<br />
When you call forth a spirit in is capable of speech and has the stats of a ghost from the monster manual. The spirit acts according to its personality and is not magically inclined to listen to you or follow your commands.<br />
<br />
You can use this feature once a day, the use of this feature resets at midnight.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field in a 15ft sphere centered on yourself that lasts 1 minute and corrupts the living. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field.<br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
You must finish a short or long rest to reuse this feature.<br />
<br />
==== Voodoo Mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
==== Path of the Gam ====<br />
<br />
The path of the gam or limb focuses on influencing the world around you.<br />
<br />
;{{#anc:Eye for Detail}}<br />
Starting at 3rd level. You can use charisma instead of strength or dexterity for weapon and damage rolls.<br />
<br />
;{{#anc:Gam Voodoo}}<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1442033Voodoist (5e Class)2021-02-23T22:55:37Z<p>Catmanaz: /* path of the gam */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the hermit background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Puppeteer}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Empowered Voodoo Pact}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Spirit Whisper}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Voodoo path}}<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Field of Sorrow}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo Mastery}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave. Assuming you have its remains. if no remains are intact the spirit is inaccessible.<br />
When you call forth a spirit in is capable of speech and has the stats of a ghost from the monster manual. The spirit acts according to its personality and is not magically inclined to listen to you or follow your commands.<br />
<br />
You can use this feature once a day, the use of this feature resets at midnight.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field in a 15ft sphere centered on yourself that lasts 1 minute and corrupts the living. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field.<br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
You must finish a short or long rest to reuse this feature.<br />
<br />
==== Voodoo Mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
==== path of the gam ====<br />
<br />
The path of the gam or limb focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1442032Voodoist (5e Class)2021-02-23T22:54:41Z<p>Catmanaz: /* Creating a Voodoist */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the hermit background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Puppeteer}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Empowered Voodoo Pact}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Spirit Whisper}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Voodoo path}}<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Field of Sorrow}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo Mastery}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave. Assuming you have its remains. if no remains are intact the spirit is inaccessible.<br />
When you call forth a spirit in is capable of speech and has the stats of a ghost from the monster manual. The spirit acts according to its personality and is not magically inclined to listen to you or follow your commands.<br />
<br />
You can use this feature once a day, the use of this feature resets at midnight.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field in a 15ft sphere centered on yourself that lasts 1 minute and corrupts the living. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field.<br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
You must finish a short or long rest to reuse this feature.<br />
<br />
==== Voodoo Mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1442031Voodoist (5e Class)2021-02-23T22:54:17Z<p>Catmanaz: /* Creating a Voodoist */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the hermit background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Puppeteer}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Empowered Voodoo Pact}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Spirit Whisper}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Voodoo path}}<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Field of Sorrow}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo mastery}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave. Assuming you have its remains. if no remains are intact the spirit is inaccessible.<br />
When you call forth a spirit in is capable of speech and has the stats of a ghost from the monster manual. The spirit acts according to its personality and is not magically inclined to listen to you or follow your commands.<br />
<br />
You can use this feature once a day, the use of this feature resets at midnight.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field in a 15ft sphere centered on yourself that lasts 1 minute and corrupts the living. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field.<br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
You must finish a short or long rest to reuse this feature.<br />
<br />
==== Voodoo Mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1442030Voodoist (5e Class)2021-02-23T22:53:22Z<p>Catmanaz: /* Ability Score Increase */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the hermit background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Puppeteer}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Empowered Voodoo Pact}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Spirit Whisper}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Voodoo path}}<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Field of Sorrow}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave. Assuming you have its remains. if no remains are intact the spirit is inaccessible.<br />
When you call forth a spirit in is capable of speech and has the stats of a ghost from the monster manual. The spirit acts according to its personality and is not magically inclined to listen to you or follow your commands.<br />
<br />
You can use this feature once a day, the use of this feature resets at midnight.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field in a 15ft sphere centered on yourself that lasts 1 minute and corrupts the living. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field.<br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
You must finish a short or long rest to reuse this feature.<br />
<br />
==== Voodoo Mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1442028Voodoist (5e Class)2021-02-23T22:52:28Z<p>Catmanaz: /* Creating a Voodoist */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the hermit background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Puppeteer}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Empowered Voodoo Pact}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Spirit Whisper}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Voodoo path}}<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Field of Sorrow}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave. Assuming you have its remains. if no remains are intact the spirit is inaccessible.<br />
When you call forth a spirit in is capable of speech and has the stats of a ghost from the monster manual. The spirit acts according to its personality and is not magically inclined to listen to you or follow your commands.<br />
<br />
You can use this feature once a day, the use of this feature resets at midnight.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field in a 15ft sphere centered on yourself that lasts 1 minute and corrupts the living. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field.<br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
You must finish a short or long rest to reuse this feature.<br />
<br />
==== Voodoo Mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1442027Voodoist (5e Class)2021-02-23T22:48:00Z<p>Catmanaz: /* voodoo mastery */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave. Assuming you have its remains. if no remains are intact the spirit is inaccessible.<br />
When you call forth a spirit in is capable of speech and has the stats of a ghost from the monster manual. The spirit acts according to its personality and is not magically inclined to listen to you or follow your commands.<br />
<br />
You can use this feature once a day, the use of this feature resets at midnight.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field in a 15ft sphere centered on yourself that lasts 1 minute and corrupts the living. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field.<br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
You must finish a short or long rest to reuse this feature.<br />
<br />
==== Voodoo Mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1442026Voodoist (5e Class)2021-02-23T22:47:44Z<p>Catmanaz: /* Field of Sorrow */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave. Assuming you have its remains. if no remains are intact the spirit is inaccessible.<br />
When you call forth a spirit in is capable of speech and has the stats of a ghost from the monster manual. The spirit acts according to its personality and is not magically inclined to listen to you or follow your commands.<br />
<br />
You can use this feature once a day, the use of this feature resets at midnight.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field in a 15ft sphere centered on yourself that lasts 1 minute and corrupts the living. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field.<br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
You must finish a short or long rest to reuse this feature.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1442006Voodoist (5e Class)2021-02-23T22:00:12Z<p>Catmanaz: /* Spirit Whisper */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave. Assuming you have its remains. if no remains are intact the spirit is inaccessible.<br />
When you call forth a spirit in is capable of speech and has the stats of a ghost from the monster manual. The spirit acts according to its personality and is not magically inclined to listen to you or follow your commands.<br />
<br />
You can use this feature once a day, the use of this feature resets at midnight.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field around yourself that corrupts the living. In a 15ft sphere centered on yourself. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field. <br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441992Voodoist (5e Class)2021-02-23T21:10:43Z<p>Catmanaz: /* spirit whisper */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== Spirit Whisper ====<br />
Starting at 11th level. As a result of your time spent working with spirits, you can commune with the recently deceased. If a creature has died within the last 10 days you can call its spirit from the grave.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field around yourself that corrupts the living. In a 15ft sphere centered on yourself. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field. <br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441991Voodoist (5e Class)2021-02-23T21:07:25Z<p>Catmanaz: /* Empowered voodoo pact */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered Voodoo Pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field around yourself that corrupts the living. In a 15ft sphere centered on yourself. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field. <br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441990Voodoist (5e Class)2021-02-23T21:07:06Z<p>Catmanaz: /* field of sorrow */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered voodoo pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== Field of Sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field around yourself that corrupts the living. In a 15ft sphere centered on yourself. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field. <br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441989Voodoist (5e Class)2021-02-23T21:06:51Z<p>Catmanaz: /* puppeteer */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered voodoo pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field around yourself that corrupts the living. In a 15ft sphere centered on yourself. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field. <br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441988Voodoist (5e Class)2021-02-23T21:06:12Z<p>Catmanaz: /* field of sorrow */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered voodoo pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around spirits you have gained the ability to emit a field around yourself that corrupts the living. In a 15ft sphere centered on yourself. creatures that enter this field or start their turn there must make a charisma save against your spell save DC or be slowed by 10ft and take 2d4 necrotic damage every turn until they leave the field. <br />
<br />
You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441987Voodoist (5e Class)2021-02-23T21:03:23Z<p>Catmanaz: /* voodoo mastery */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered voodoo pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts & spirits you have gained greater control over your voodoo pacts you now have a +4 bonus to AC and saving throws against creatures affected by a voodoo pact. <br />
<br />
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441986Voodoist (5e Class)2021-02-23T20:58:44Z<p>Catmanaz: /* Empowered voodoo pact */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered voodoo pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441985Voodoist (5e Class)2021-02-23T20:58:18Z<p>Catmanaz: /* Empowered voodoo pact */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered voodoo pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
You do not gain any temporary hit points when you redirect a voodoo pact.<br />
Additionally it no longer an action to share damage and healing with the voodoo pact.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441984Voodoist (5e Class)2021-02-23T20:55:54Z<p>Catmanaz: /* Voodoo pact */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically. You can only have 1 voodoo pact active at a time.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
You also have advantage on all attack rolls against a creature affected by a voodoo pact.<br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level rounded up.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered voodoo pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441980Voodoist (5e Class)2021-02-23T20:34:55Z<p>Catmanaz: /* Voodoo pact */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact. <br />
<br />
When a creature dies that is affected by a voodoo pact you gain a number of temporary hit points equal to half your voodoist level.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered voodoo pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441976Voodoist (5e Class)2021-02-23T20:28:43Z<p>Catmanaz: /* spirit seer */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== Empowered voodoo pact ====<br />
Starting at 7th level. Do to your dealings with voodoo pacts you have figured out how to empower the use of your voodoo pacts, On your turn as a bonus action or as a reaction if a creature you have a voodoo pact on dies. You may attempt to move a voodoo pact to another creature. Have it make a charisma save against your spell save DC with disadvantage. On a failure the creature is affected by your voodoo pact, without expending a use of it.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441971Voodoist (5e Class)2021-02-23T20:23:15Z<p>Catmanaz: /* puppeteer */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441957Voodoist (5e Class)2021-02-23T19:34:23Z<p>Catmanaz: /* Voodoo pact */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
You may use this feature a number of times equal to your charisma modifier per long rest.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing proximity with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441956Voodoist (5e Class)2021-02-23T19:32:07Z<p>Catmanaz: /* Creating a Voodoist */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the (---) background. Third, choose chain mail, a martial weapon and a shield, and a explorers pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=Simple weapons, and Martial weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing proximity with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441955Voodoist (5e Class)2021-02-23T19:27:53Z<p>Catmanaz: /* Voodoo pact */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it, it may choose to fail the saving throw automatically.<br />
<br />
Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing proximity with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441954Voodoist (5e Class)2021-02-23T19:26:55Z<p>Catmanaz: /* Voodoo pact */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact for 1 minute. If a creature knows you are trying to place a pact on it it can choose to fail the throw automatically. Whenever you gain health or take damage you may choose as a reaction to have a creature affected by your voodoo pact receive the same amount of healing or damage.<br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing proximity with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441942Voodoist (5e Class)2021-02-23T19:10:41Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
Starting at 2nd level, As an action you can choose to try and place a voodoo pact on a creature you can see within 30ft. The creature must succeed in a charisma saving throw against your spell save DC or be affected by the voodoo pact. <br />
<br />
==== Voodoo path ====<br />
Starting at 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing proximity with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441939Voodoist (5e Class)2021-02-23T19:04:18Z<p>Catmanaz: /* Voodoo pact */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo path ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing proximity with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441938Voodoist (5e Class)2021-02-23T19:03:29Z<p>Catmanaz: /* puppeteer */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your dealing proximity with spirits you have learned how to control spirits temporarily. When you place a voodoo pact on a creature you can control its next turn. When controlling a creature this way you can only make actions you yourself can do.<br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441931Voodoist (5e Class)2021-02-23T18:51:17Z<p>Catmanaz: /* Lay on hands */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to 5 times your voodoist level. Once you have healed a number of hit points equal to 5 times your voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441928Voodoist (5e Class)2021-02-23T18:50:32Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level you gain the ability to heal wounds by channeling your ancestral spirits powers, as an action you can touch a creature and restore a number of hit points up to your voodoist level times 5. Once you have healed a number of hit points equal to 5 times you voodoist level you can not do so again until you finish a long rest.<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441926Voodoist (5e Class)2021-02-23T18:45:25Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=4<br />
|extra4_name=cantrips known<br />
|extra4_1=2<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=3<br />
|extra4_5=3<br />
|extra4_6=3<br />
|extra4_7=3<br />
|extra4_8=3<br />
|extra4_9=3<br />
|extra4_10=4<br />
|extra4_11=4<br />
|extra4_12=4<br />
|extra4_13=4<br />
|extra4_14=4<br />
|extra4_15=4<br />
|extra4_16=4<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
<br />
|extras4onright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.<br />
<br />
Cantrips<br />
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Voodoist table.<br />
<br />
Spell Slots<br />
The Voodoist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Voodoist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.<br />
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.<br />
<br />
Spells Known of 1st Level and Higher<br />
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br />
The Spells Known column of the Voodoist table shows when you learn more Voodoist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Voodoist spell, which can be 1st, 2nd, or 3rd level.<br />
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.<br />
<br />
Spellcasting Ability<br />
Charisma is your spellcasting ability for your Voodoist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Voodoist spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your Charisma modifier<br />
<br />
Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your warlock spells.<br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441924Voodoist (5e Class)2021-02-23T18:36:52Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=3<br />
|extra3_name=Spells known<br />
|extra3_1=2<br />
|extra3_2=3<br />
|extra3_3=4<br />
|extra3_4=5<br />
|extra3_5=6<br />
|extra3_6=7<br />
|extra3_7=8<br />
|extra3_8=9<br />
|extra3_9=10<br />
|extra3_10=10<br />
|extra3_11=11<br />
|extra3_12=11<br />
|extra3_13=12<br />
|extra3_14=12<br />
|extra3_15=13<br />
|extra3_16=13<br />
|extra3_17=14<br />
|extra3_18=14<br />
|extra3_19=15<br />
|extra3_20=15<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Unarmored defense ====<br />
<br />
Starting at 1st level <br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441923Voodoist (5e Class)2021-02-23T18:34:10Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=<br />
|extra2_5=<br />
|extra2_6=<br />
|extra2_7=<br />
|extra2_8=<br />
|extra2_9=<br />
|extra2_10=<br />
|extra2_11=<br />
|extra2_12=<br />
|extra2_13=<br />
|extra2_14=<br />
|extra2_15=<br />
|extra2_16=<br />
|extra2_17=<br />
|extra2_18=<br />
|extra2_19=<br />
|extra2_20=<br />
<br />
|extrasonright=2<br />
|extra3_name=Spell slots<br />
|extra3_1=1<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=<br />
|extra3_5=<br />
|extra3_6=<br />
|extra3_7=<br />
|extra3_8=<br />
|extra3_9=<br />
|extra3_10=<br />
|extra3_11=<br />
|extra3_12=<br />
|extra3_13=<br />
|extra3_14=<br />
|extra3_15=<br />
|extra3_16=<br />
|extra3_17=<br />
|extra3_18=<br />
|extra3_19=<br />
|extra3_20=<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=1<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
}}<br />
<br />
==== Unarmored defense ====<br />
<br />
Starting at 1st level <br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441910Voodoist (5e Class)2021-02-23T18:00:15Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=<br />
|extra2_5=<br />
|extra2_6=<br />
|extra2_7=<br />
|extra2_8=<br />
|extra2_9=<br />
|extra2_10=<br />
|extra2_11=<br />
|extra2_12=<br />
|extra2_13=<br />
|extra2_14=<br />
|extra2_15=<br />
|extra2_16=<br />
|extra2_17=<br />
|extra2_18=<br />
|extra2_19=<br />
|extra2_20=<br />
<br />
|extrasonright=2<br />
|extra3_name=Spell slots<br />
|extra3_1=1<br />
|extra3_2=2<br />
|extra3_3=2<br />
|extra3_4=<br />
|extra3_5=<br />
|extra3_6=<br />
|extra3_7=<br />
|extra3_8=<br />
|extra3_9=<br />
|extra3_10=<br />
|extra3_11=<br />
|extra3_12=<br />
|extra3_13=<br />
|extra3_14=<br />
|extra3_15=<br />
|extra3_16=<br />
|extra3_17=<br />
|extra3_18=<br />
|extra3_19=<br />
|extra3_20=<br />
<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=2<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=2<br />
|extra2_9=2<br />
|extra2_10=2<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=3<br />
|extra2_15=3<br />
|extra2_16=3<br />
|extra2_17=4<br />
|extra2_18=4<br />
|extra2_19=4<br />
|extra2_20=4<br />
<br />
|extrasonright=<br />
|extra1_name=Spell level<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Unarmored defense ====<br />
<br />
Starting at 1st level <br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441906Voodoist (5e Class)2021-02-23T17:57:02Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
|extrasonright=2<br />
|extra2_name=Spell slots<br />
|extra2_1=1<br />
|extra2_2=2<br />
|extra2_3=2<br />
|extra2_4=<br />
|extra2_5=<br />
|extra2_6=<br />
|extra2_7=<br />
|extra2_8=<br />
|extra2_9=<br />
|extra2_10=<br />
|extra2_11=<br />
|extra2_12=<br />
|extra2_13=<br />
|extra2_14=<br />
|extra2_15=<br />
|extra2_16=<br />
|extra2_17=<br />
|extra2_18=<br />
|extra2_19=<br />
|extra2_20=<br />
<br />
|extrasonright=<br />
|extra1_name=Spell slots<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Unarmored defense ====<br />
<br />
Starting at 1st level <br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441683Voodoist (5e Class)2021-02-22T21:58:34Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
|extrasonright=2<br />
|extra1_name=Spell slots<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
<br />
|extrasonright=<br />
|extra1_name=Spell slots<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Unarmored defense ====<br />
<br />
Starting at 1st level <br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441681Voodoist (5e Class)2021-02-22T21:58:00Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
|extrasonright=extra_2<br />
|extra1_name=Spell slots<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
<br />
|extrasonright=<br />
|extra1_name=Spell slots<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Unarmored defense ====<br />
<br />
Starting at 1st level <br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441658Voodoist (5e Class)2021-02-22T20:26:26Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
|extrasonright=<br />
|extra1_name=Spell slots<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
<br />
|extrasonright2=<br />
|extra1_name=Spell slots<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Unarmored defense ====<br />
<br />
Starting at 1st level <br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441657Voodoist (5e Class)2021-02-22T20:25:59Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
|extrasonright=<br />
|extra1_name=Spell slots<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
<br />
|extrasonright=<br />
|extra1_name=Spell slots<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Unarmored defense ====<br />
<br />
Starting at 1st level <br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441655Voodoist (5e Class)2021-02-22T20:24:21Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonright=<br />
|extra1_name=Spell slots<br />
|extra1_1=<br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Unarmored defense ====<br />
<br />
Starting at 1st level <br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441635Voodoist (5e Class)2021-02-22T19:33:47Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals are appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is for Voodoists to draw their power from their ancestors. Voodoists often act on spirits behalf, similar to how a cleric or paladin works for their gods.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of voodoo magic And gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=half<br />
|armor=all armor, shields.<br />
|weapons=simple weapons<br />
|tools=Alchemy kit<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.<br />
|item1a=chain mail<br />
|item1b=leather armor, and a shortbow with 20 arrows<br />
|item1c=<br />
|item2a=a martial weapon and a shield (if proficient)<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonleft=<br />
|extra1_name=<br />
|extra1_1=<br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Unarmored defense ====<br />
<br />
Starting at 1st level <br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1441589Voodoist (5e Class)2021-02-22T18:50:28Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. Many believe in karma as the ultimate law of existence.<br />
<br />
(ideas for background, or ideals appreciated.)<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits similar to a warlock. it is not uncommon to see Voodoists talking to what seems to be thin air. Voodoists will often try to collaborate with spirit's.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of warped voodoo magic that gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple and martial weapons<br />
|tools=none<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, and survival.<br />
|item1a=chain mail and a shield<br />
|item1b=<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonleft=<br />
|extra1_name=<br />
|extra1_1=<br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== Unarmored defense ====<br />
<br />
Starting at 1st level <br />
<br />
==== Lay on hands ====<br />
<br />
Starting at 1st level<br />
<br />
==== Voodoo pact ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1282497Voodoist (5e Class)2020-02-06T17:29:47Z<p>Catmanaz: /* Multiclassing */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. They believe in karma as the ultimate law of existence.<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits and as such has great respect for spirits. it is not uncommon to see Voodoists talking to what seems to be thin air. Voodoists will often try to collaborate with spirit's.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of warped voodoo magic that gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple and martial weapons<br />
|tools=none<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, and survival.<br />
|item1a=chain mail and a shield<br />
|item1b=<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonleft=<br />
|extra1_name=<br />
|extra1_1=<br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== voodoo pact ====<br />
<br />
Starting at 1st level Do to a pact you have made with spirits you have been given access to a twisted form of voodoo magic. As a minor action you can attempt to place a voodoo pact on a creature you choose with a DC spell save. If you manage to place one on a creature all damage dealt to you is also dealt to that creature, any healing you receive is also done to that creature however temporary hit points are not given to that creature. you can only use 1 voodoo pact at a time. (the voodoo pact is a one way feature ex. if a creature you have a voodoo pact is dealt damage you don't receive it.)<br />
;At later levels<br />
You gain additional uses of voodoo pact at 5th, 9th, 15th levels.<br />
<br />
==== fake life ====<br />
<br />
Starting at 2nd level. Do to a lifetime of being surrounded by spirits you know how to give yourself fake vitality. At the expenditure of your hit die you can gain temporary hit points equal to the roll. You must regain your hit die to reuse this feature.<br />
<br />
==== voodoo path ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: <br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1282467Voodoist (5e Class)2020-02-06T15:46:41Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. They believe in karma as the ultimate law of existence.<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits and as such has great respect for spirits. it is not uncommon to see Voodoists talking to what seems to be thin air. Voodoists will often try to collaborate with spirit's.<br />
<br />
=== Creating a Voodoist ===<br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of warped voodoo magic that gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple and martial weapons<br />
|tools=none<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, and survival.<br />
|item1a=chain mail and a shield<br />
|item1b=<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonleft=<br />
|extra1_name=<br />
|extra1_1=<br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== voodoo pact ====<br />
<br />
Starting at 1st level Do to a pact you have made with spirits you have been given access to a twisted form of voodoo magic. As a minor action you can attempt to place a voodoo pact on a creature you choose with a DC spell save. If you manage to place one on a creature all damage dealt to you is also dealt to that creature, any healing you receive is also done to that creature however temporary hit points are not given to that creature. you can only use 1 voodoo pact at a time. (the voodoo pact is a one way feature ex. if a creature you have a voodoo pact is dealt damage you don't receive it.)<br />
;At later levels<br />
You gain additional uses of voodoo pact at 5th, 9th, 15th levels.<br />
<br />
==== fake life ====<br />
<br />
Starting at 2nd level. Do to a lifetime of being surrounded by spirits you know how to give yourself fake vitality. At the expenditure of your hit die you can gain temporary hit points equal to the roll. You must regain your hit die to reuse this feature.<br />
<br />
==== voodoo path ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 charisma <br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: medicine and nature<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1282466Voodoist (5e Class)2020-02-06T15:46:11Z<p>Catmanaz: /* spellcasting */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. They believe in karma as the ultimate law of existence.<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits and as such has great respect for spirits. it is not uncommon to see Voodoists talking to what seems to be thin air. Voodoists will often try to collaborate with spirit's.<br />
<br />
=== Creating a Voodoist ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|https://www.publicdomainpictures.net/pictures/180000/nahled/fantasy-elve.jpg|}}</div><br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of warped voodoo magic that gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple and martial weapons<br />
|tools=none<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, and survival.<br />
|item1a=chain mail and a shield<br />
|item1b=<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonleft=<br />
|extra1_name=<br />
|extra1_1=<br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== voodoo pact ====<br />
<br />
Starting at 1st level Do to a pact you have made with spirits you have been given access to a twisted form of voodoo magic. As a minor action you can attempt to place a voodoo pact on a creature you choose with a DC spell save. If you manage to place one on a creature all damage dealt to you is also dealt to that creature, any healing you receive is also done to that creature however temporary hit points are not given to that creature. you can only use 1 voodoo pact at a time. (the voodoo pact is a one way feature ex. if a creature you have a voodoo pact is dealt damage you don't receive it.)<br />
;At later levels<br />
You gain additional uses of voodoo pact at 5th, 9th, 15th levels.<br />
<br />
==== fake life ====<br />
<br />
Starting at 2nd level. Do to a lifetime of being surrounded by spirits you know how to give yourself fake vitality. At the expenditure of your hit die you can gain temporary hit points equal to the roll. You must regain your hit die to reuse this feature.<br />
<br />
==== voodoo path ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 charisma <br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: medicine and nature<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1282465Voodoist (5e Class)2020-02-06T15:45:45Z<p>Catmanaz: /* Creating a Voodoist */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. They believe in karma as the ultimate law of existence.<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits and as such has great respect for spirits. it is not uncommon to see Voodoists talking to what seems to be thin air. Voodoists will often try to collaborate with spirit's.<br />
<br />
=== Creating a Voodoist ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|https://www.publicdomainpictures.net/pictures/180000/nahled/fantasy-elve.jpg|}}</div><br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of warped voodoo magic that gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple and martial weapons<br />
|tools=none<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, and survival.<br />
|item1a=chain mail and a shield<br />
|item1b=<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {{inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonleft=<br />
|extra1_name=<br />
|extra1_1=<br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== spellcasting ====<br />
your DC spell save = 8 + proficiency modifier + charisma mod. <br />
your spell attack modifier = proficiency modifier + charisma mod.<br />
you know spells from [[Voodoist spell list]]<br />
<br />
==== voodoo pact ====<br />
<br />
Starting at 1st level Do to a pact you have made with spirits you have been given access to a twisted form of voodoo magic. As a minor action you can attempt to place a voodoo pact on a creature you choose with a DC spell save. If you manage to place one on a creature all damage dealt to you is also dealt to that creature, any healing you receive is also done to that creature however temporary hit points are not given to that creature. you can only use 1 voodoo pact at a time. (the voodoo pact is a one way feature ex. if a creature you have a voodoo pact is dealt damage you don't receive it.)<br />
;At later levels<br />
You gain additional uses of voodoo pact at 5th, 9th, 15th levels.<br />
<br />
==== fake life ====<br />
<br />
Starting at 2nd level. Do to a lifetime of being surrounded by spirits you know how to give yourself fake vitality. At the expenditure of your hit die you can gain temporary hit points equal to the roll. You must regain your hit die to reuse this feature.<br />
<br />
==== voodoo path ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 charisma <br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: medicine and nature<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1282464Voodoist (5e Class)2020-02-06T15:45:13Z<p>Catmanaz: </p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. They believe in karma as the ultimate law of existence.<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits and as such has great respect for spirits. it is not uncommon to see Voodoists talking to what seems to be thin air. Voodoists will often try to collaborate with spirit's.<br />
<br />
=== Creating a Voodoist ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|https://www.publicdomainpictures.net/pictures/180000/nahled/fantasy-elve.jpg|}}</div><br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, constitution should be your highest ability score, followed by charisma. Second, choose the (---) background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of warped voodoo magic that gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=<br />
|armor=all armor, shields.<br />
|weapons=simple and martial weapons<br />
|tools=none<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, and survival.<br />
|item1a=chain mail and a shield<br />
|item1b=<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}<br />
|classfeatures6={{inpage|Voodoo path}}<br />
|classfeatures7={{inpage|Minor regen}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Spirit sight}}<br />
|classfeatures10={{inpage|Voodoo path}}<br />
|classfeatures11={{inpage|Unfathomable spirit}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Improved regen}}<br />
|classfeatures14={{inpage|Voodoo path}}, {inpage|Voodoo pact}}<br />
|classfeatures15={{inpage|Guiding spirit}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Supreme regen}}<br />
|classfeatures18={{inpage|Voodoo path}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Voodoo master}}<br />
<br />
|extrasonleft=<br />
|extra1_name=<br />
|extra1_1=<br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== spellcasting ====<br />
your DC spell save = 8 + proficiency modifier + charisma mod. <br />
your spell attack modifier = proficiency modifier + charisma mod.<br />
you know spells from [[Voodoist spell list]]<br />
<br />
==== voodoo pact ====<br />
<br />
Starting at 1st level Do to a pact you have made with spirits you have been given access to a twisted form of voodoo magic. As a minor action you can attempt to place a voodoo pact on a creature you choose with a DC spell save. If you manage to place one on a creature all damage dealt to you is also dealt to that creature, any healing you receive is also done to that creature however temporary hit points are not given to that creature. you can only use 1 voodoo pact at a time. (the voodoo pact is a one way feature ex. if a creature you have a voodoo pact is dealt damage you don't receive it.)<br />
;At later levels<br />
You gain additional uses of voodoo pact at 5th, 9th, 15th levels.<br />
<br />
==== fake life ====<br />
<br />
Starting at 2nd level. Do to a lifetime of being surrounded by spirits you know how to give yourself fake vitality. At the expenditure of your hit die you can gain temporary hit points equal to the roll. You must regain your hit die to reuse this feature.<br />
<br />
==== voodoo path ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 charisma <br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: medicine and nature<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanazhttps://www.dandwiki.com/w/index.php?title=Voodoist_(5e_Class)&diff=1281977Voodoist (5e Class)2020-02-05T20:08:58Z<p>Catmanaz: /* Creating a Voodoist */</p>
<hr />
<div>{{wording|Requires large amounts of grammatical help in virtually every area.}}<br />
Please ask before making edits.<br />
<br />
=== The Voodoist ===<br />
<br />
The Voodoist acts off the principle of equivalent exchange and is a powerful practitioner of warped voodoo magic. They believe in karma as the ultimate law of existence.<br />
<br />
=== Spirit whisperers ===<br />
The voodoist gains powers from spirits and as such has great respect for spirits. it is not uncommon to see Voodoists talking to what seems to be thin air. Voodoists will often try to collaborate with spirit's.<br />
<br />
=== Creating a Voodoist ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|https://www.publicdomainpictures.net/pictures/180000/nahled/fantasy-elve.jpg|}}</div><br />
<br />
;Quick Build<br />
You can make a Voodoist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the hermit background. Third, choose studded armor, a spear and 5 javelins, carving tools, and a dungeoners pack as your starting equipment.<br />
<br />
{{5e Class Features<br />
|name=Voodoist<br />
|summary=Voodoists are powerful practitioners of warped voodoo magic that gain their powers from spirits. <br />
|hd=10<br />
|spellcasting=None<br />
|armor=all armor, shields.<br />
|weapons=simple and martial weapons<br />
|tools=none<br />
|saves=constitution, wisdom.<br />
|skills=choose two from: animal handling, arcana, history, medicine, nature, and survival.<br />
|item1a=padded armor and a organic shield<br />
|item1b=chain mail.<br />
|item1c=<br />
|item2a=a martial weapon and a shield<br />
|item2b=any two simple melee weapons<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=explorers pack<br />
|item4b=dungeoners pack<br />
|item4c=<br />
|wealth=4d4 x 10<br />
<br />
|classfeatures1={{inpage|Unarmored defense}}, {{inpage|Lay on hands}}<br />
|classfeatures2={{inpage|Voodoo pact}}, {{inpage|Fighting style}}<br />
|classfeatures3={{inpage|Voodoo path}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Voodoo aura}}, {{inpage|puppeteer}}<br />
|classfeatures6={{inpage|voodoo path}}<br />
|classfeatures7={{inpage|spirit seer}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|voodoo pact}}<br />
|classfeatures10={{inpage|voodoo path}}<br />
|classfeatures11={{inpage|spirit whisper}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|voodoo path}}<br />
|classfeatures15={{inpage|voodoo pact}}<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|field of sorrow}}<br />
|classfeatures19={{inpage|voodoo path}}<br />
|classfeatures20={{inpage|voodoo mastery}}<br />
<br />
|extrasonleft=<br />
|extra1_name=<br />
|extra1_1=<br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
|extra1_15=<br />
|extra1_16=<br />
|extra1_17=<br />
|extra1_18=<br />
|extra1_19=<br />
|extra1_20=<br />
}}<br />
<br />
==== spellcasting ====<br />
your DC spell save = 8 + proficiency modifier + charisma mod. <br />
your spell attack modifier = proficiency modifier + charisma mod.<br />
you know spells from [[Voodoist spell list]]<br />
<br />
==== voodoo pact ====<br />
<br />
Starting at 1st level Do to a pact you have made with spirits you have been given access to a twisted form of voodoo magic. As a minor action you can attempt to place a voodoo pact on a creature you choose with a DC spell save. If you manage to place one on a creature all damage dealt to you is also dealt to that creature, any healing you receive is also done to that creature however temporary hit points are not given to that creature. you can only use 1 voodoo pact at a time. (the voodoo pact is a one way feature ex. if a creature you have a voodoo pact is dealt damage you don't receive it.)<br />
;At later levels<br />
You gain additional uses of voodoo pact at 5th, 9th, 15th levels.<br />
<br />
==== fake life ====<br />
<br />
Starting at 2nd level. Do to a lifetime of being surrounded by spirits you know how to give yourself fake vitality. At the expenditure of your hit die you can gain temporary hit points equal to the roll. You must regain your hit die to reuse this feature.<br />
<br />
==== voodoo path ====<br />
At 3rd level, you chose a voodoo path. Choose between the path of the gam, path of the rippen, or path of the skedel, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== puppeteer ====<br />
Starting at 5th level. Do to your close proximity with souls you have learned to manipulate souls temporarily. When you place a voodoo pact on a creature you can take control of its next turn. When controlling a creature this way you can only do actions you yourself can do. <br />
<br />
==== spirit seer ====<br />
Starting at 7th level. Do to your close dealings with spirits you have learned to sense and speak with the spirits of the dead. You also gain the ability to summon the spirit of someone who died in your general area. You must finish a short or long rest to summon another spirit.<br />
<br />
==== spirit whisper ====<br />
Starting at 11th level. Do to your time working with spirits and communing with them you can speak directly into a creatures mind or pry into its workings. When you place a voodoo pact on a creature you can open a telepathic link to it. Should the creature become aware of it in can try to make a DC spell save to dispel it.<br />
<br />
==== field of sorrow ====<br />
Starting at 18th level. Do to your time spent around death you have gained passive field around your self that corrupts souls. In a 15ft sphere centered on your self creature that enter this field must make a DC spell save or be slowed by 10ft and take 2d4 necrotic damage. You can place a voodoo pact on creatures that enter this field as a reaction.<br />
<br />
==== voodoo mastery ====<br />
Starting at 20th level. Do to your time working with voodoo pacts you have gained greater control over them and have near unlimited use of them. When placing a voodoo pact on a creature you can choose whether it does healing or damage. You also have an unlimited use of voodoo pact.<br />
<br />
=== path of the gam ===<br />
<br />
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.<br />
<br />
;{{#anc:eye for detail}}<br />
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.<br />
<br />
;{{#anc:limb for limb}}<br />
Starting at 6th level. When you are hit by an attack as an reaction you can make a melee attack against the one who hit you.<br />
<br />
;{{#anc:spirit weapon}}<br />
Stating at 10th level. You can summon a weapon of your choice. You are considered proficient with it this weapon and it counts as magical for the purpose of overcoming defenses. You can dismiss it as a minor action. You must finish a short or long rest to reuse this feature.<br />
<br />
;{{#anc:poisonous aura}}<br />
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.<br />
<br />
;{{#anc:summoning of Dax}}<br />
Starting at 19th level. You can regain use of expended spell slots equal to voodoist level/2. You must finish a long rest in order to reuse this feature.<br />
<br />
=== path of the rippen ===<br />
<br />
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.<br />
<br />
;{{#anc:fortified bones}}<br />
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.<br />
<br />
;{{#anc:quick feet}}<br />
Starting at 6th level. When you are hit by an attack you can use your reaction to move 10ft. Creatures can not make opportunity attacks against you when using this feature. You can use this twice before needing to take a long or short rest.<br />
<br />
;{{#anc:spirit armor}}<br />
Stating at 10th level. you can summon armor on your self and has a armor rating of 10 + proficiency bonus + charisma mod. you are considered proficient with it and can dismiss it as a minor action. You can not be using any armor to use this skill. Must complete a long or short rest to use this feature.<br />
<br />
;{{#anc:fortified aura}}<br />
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.<br />
<br />
;{{#anc:summoning of Nodka}}<br />
Starting at 19th level. You can regain use of half your hit die. You must finish a long rest to regain use of this feature.<br />
<br />
<br />
=== path of the skedel ===<br />
<br />
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.<br />
<br />
;{{#anc:sharpened mind}}<br />
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.<br />
<br />
;{{#anc:corrupting spirit}}<br />
Starting at 6th level. When you are hit by an attack you can give the creature who hit you disadvantage on saving throws until its next turn. Can use 3 time before needing to take a short or long rest.<br />
<br />
;{{#anc:soul slaves}}<br />
Stating at 10th level. You gain the ability to summon souls to do your biding in a 15ft field around yourself. These spirits can hold a maximum of 25lbs and as a minor action you can give a creature disadvantage on attack rolls.<br />
<br />
;{{#anc:minor leech aura}}<br />
Starting at 14th level. Whenever a creature dies within 15ft of you gain temporary hit points equal to half their hit point maximum. Can use two times before needing to take a long rest.<br />
<br />
;{{#anc:summoning of Rhaal}}<br />
Starting at 19th level. You can automatically stabilize your self when you reach zero hit points. You must finish a long rest to reuse this feature.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 charisma <br />
<br />
'''Proficiencies.''' When you multiclass into the Voodoist class, you gain the following proficiencies: medicine and nature<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Catmanaz