Path of Hoodoo Will (5e Subclass)
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Path of Hoodoo Will[edit]
Barbarian Subclass
Barbarians who follow the path of hoodoo will are followers of this ancient religious tradition. They are able to connect with the spirits of their ancestors and powerful entities, both divine and profane, from which they can ask for guidance, power, protection for their allies and destruction to their enemies.
Using a set of intricate rituals and carefully crafted charms, they can appease those entities, asking them favors, or trapping their powers, to cause harm, or to heal.
- Hoodoo Initiate
When you choose this path at 3rd level, you are initiated in the religious practices of hoodoo. You gain proficiency in Religion and Performance, if you don't have proficiency already.
In addition, you can cast augury as a ritual.
- Ring Shout
Starting at 3rd level, when raging, you can use your Action to start a dancing and singing ritual to conjure a holy spirit, that imbues you with power. The conjured spirit can be one of an ancestor, a minor deity, or the power of Mount Celestia itself. Your rage does not end on this turn if you have used this feature to convoke a spirit on your last turn.
You gain the following benefits, depending on what spirit you choose to incorporate, for the duration of the rage:
- Warrior Spirit. You can make opportunity attacks whenever a creature moves within your reach.
- Sage Spirit. You have advantage on Intelligence, Wisdom and Charisma checks and saves during the rage.
- Doctor Spirit. You can use your bonus action, when you are within 5 feet of a creature, to cause that creature to roll a hit die. That creature regain hit points equal to the number rolled + your Wisdom modifier.
- Vingative Spirit. You can use your bonus action to curse a creature. Attacks made against the cursed creature cause additional 1d6 necrotic damage. In addition, choose one ability score. The creature has disadvantage on the checks using that ability. The curse ends at the start of your next turn.
- Holy Spirit. You can use your bonus action to conjure a holy spirit. You have advantage on saving throws against effects caused by fey, fiend and undead, and attacks from those creatures are made at disadvantage against you.
When the rage in which you convoked the spirit ends, you become incapacitated for 1 minute. You can choose to not become incapacitated, by suffering 1 level of exhaustion instead.
- Spiritual Offering
At 6th level, you are able to ask for spiritual intervention, by giving offerings to the entities. You must go to a crossroad, gravesite or at a tree, and give a specific offering to them. You can benefit from offerings a number of times equal to your Wisdom modifier, and can't do it again until you finish a long rest.
The ritual of offering requires 10 minutes, and spend 5 gp in materials, that are used to buy food, beverages and any other thing that can bring the favor of the spirits.
- Warrior Spirit. At the end of the ritual, the spell false life is cast on you or another creature of your choice within 10 feet.
- Sage Spirit. At the end of the ritual, for the next hour, a creature of your choice within 10 feet, when rolling an Intelligence or Wisdom check (choose one) and rolling a 9 or lower, rolls an 10 instead.
- Doctor Spirit. At the end of the ritual, the spell cure wounds is cast on you or another creature of your choice within 10 feet. Alternatively, you can choose to remove a disease or poison from the creature.
- Vingative Spirit. At the end of the ritual, the spell hex is cast on you or another creature of your choice within 10 feet.
- Holy Spirit. At the end of the ritual, the spell protection from evil and good is cast on you or another creature of your choice within 10 feet.
- Charms of Weal and Woe
When you reach the 10th level, you can create special charms meant to either protect or curse someone. You can spend 1 hour creating the charm. You can decide if the charm will be fixed -taking effect when placed on a specific location and triggered - or mobile - taking effect when it is worn by a creature attuned to it.
Charms of weal are triggered by you or the wearer, using an Action, and require 300 gp to be created. Charms of woe are triggered when a hostile creature moves within 10 feet of the charm and require 200 gp to be created.
The charm of weal have the effects of the spell magic circle; the charm of woe have the effects of the spell bestow curse.
- Sympathetic Spirit
At 14th level, you can forge a connection between you and another creature's spirit. Once per turn when you hit a creature while raging, you can forge the sympathetic connection. For the duration, whenever you take damage, you can use your reaction to cause the same amount of damage to that creature.
The sympathetic connection ends if you use this ability on another creature or if your rage ends.
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