Voodoist (5e Class)
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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.
(ideas for background, or ideals are appreciated.)
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.
Creating a Voodoist
- Quick Build
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.
As a Voodoist you gain the following class features.
- Hit Points
Armor: all armor, shields.
Weapons: Simple weapons, and Martial weapons
Tools: Alchemy kit
Saving Throws: constitution, wisdom.
Skills: choose two from: animal handling, arcana, history, medicine, nature, perception, insight, and survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, and a shortbow with 20 arrows
- (a) a martial weapon and a shield or (b) any two simple melee weapons
- (a) explorers pack or (b) dungeoners pack
- If you are using starting wealth, you have 4d4 x 10 in funds.
|Features||Spell level||Spell slots||Spells known||cantrips known|
|1st||+2||Spellcasting, Lay on hands||1||1||2||2|
|4th||+2||Ability Score Improvement||2||2||5||3|
|7th||+3||Empowered Voodoo Pact||4||2||8||3|
|8th||+3||Ability Score Improvement||4||2||9||3|
|12th||+4||Ability Score Improvement||5||3||11||4|
|16th||+5||Ability Score Improvement||5||3||13||4|
|18th||+6||Field of Sorrow||5||4||14||4|
|19th||+6||Ability Score Improvement||5||4||15||4|
Starting at 1st level you gain the ability to channel spells with the aid of your ancestral spirits.
Cantrips 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.
Spell Slots 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.
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.
Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. 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.
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.
Spellcasting Ability 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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock spells.
Lay on hands
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.
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.
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.
Additionally you gain a +2 bonus to AC and saving throws against attacks made by any creatures affected by a voodoo pact.
You also have advantage on all attack rolls against a creature affected by a voodoo pact.
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.
You may use this feature a number of times equal to your charisma modifier per long rest.
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.
Ability Score Improvement
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.
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.
Empowered Voodoo Pact
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.
You do not gain any temporary hit points when you redirect a voodoo pact. Additionally it no longer requires a reaction to share damage and healing with the voodoo pact.
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. 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.
You can use this feature once a day, the use of this feature resets at midnight.
Field of Sorrow
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.
You can place a voodoo pact on creatures that enter this field as a reaction.
You must finish a short or long rest to reuse this feature.
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.
You can also use voodoo pact a unlimited number of times, You can now have up to 5 voodoo pacts active at a time.
Path of the Gam
The path of the gam or limb, focuses on influencing the world around you.
- Eye for Detail
Starting at 3rd level. You can use charisma instead of strength or dexterity for weapon and damage rolls.
- Gam Voodoo
Starting at 3rd level. You can add 2 to damage dealt by you to creatures affected by your voodoo pact.
- Limb for Limb
Starting at 6th level. When you are hit by an attack by a creature affected with your voodoo pact.
- spirit weapon
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.
- poisonous aura
Starting at 14th level. Any attacks you make deal an additional 1d6 poison damage.
path of the rippen
The path of the rippen or abdomen focuses on overwhelming defense and its patron spirit is Nodka.
- fortified bones
Starting at 3rd level. You gain a +2 bonus to AC strength and constitution saving throws. When not wearing heavy or medium armor.
- quick feet
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.
- spirit armor
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.
- fortified aura
Starting at 14th level.Creatures you choose within 15ft of you gain +2 to AC strength and con saving throws.
- summoning of Nodka
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.
path of the skedel
The path of the skedel or skull focuses on powerful minds and leach like abilities. and its patron spirit is Rhaal.
- sharpened mind
Starting at 3rd level. You gain a +2 bonus to attack and damage rolls made with magic.
- corrupting spirit
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.
- soul slaves
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.
- minor leech aura
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.
- summoning of Rhaal
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.
Prerequisites. To qualify for multiclassing into the Voodoist class, you must meet these prerequisites: 13 wisdom
Proficiencies. When you multiclass into the Voodoist class, you gain the following proficiencies: