Gri-Gri Mystic (Wokan) (5e Class)
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Much of this Character class was adapted from 'The Orcs Of Thar' Official D&D supplement in the Gazetteer 10. GAZ 10. Published in 1989, Created by Bruce Heard. Some of it is my own adaption to fit 5e. The Character class is based on the 'shamans' and 'wiccans' of the supplement, this content also appears in page 291-293 of the official supplement 'Tome of the Magic of Mystara' as the Savage Mage (Wokan) class. I believe that this content is official enough to warrant allowing it to be played in an official setting.
Gri-Gri Mystic (Wokan)
Typically found in lesser humanoid civilizations, such as Barbarians, Demi-races, Orcs, Kobolds, Gnolls, Ogres, Trolls etc. The Gri-Gri Mystic is a type of shaman, and arcane spellcaster, sometimes called a Savage Mage or a Wokan in some cultures, though they are usually called by their chosen archetypes as they grow stronger. Being from a primitive background they only know what spells they can create themselves through sacrifice or cantrip. But it is possible for the Gri-Gri to find spells in spell books or scrolls and transcribe them, or be taught. It can be assumed that a Gri-Gri has some literacy and is able to read and/or create arcane symbols and texts, although they may not be literate in other languages, or even their own.
Creating a Gri-Gri
This class is basically a hybrid of a Cleric or Druid, and a Wizard or Warlock, or a Monk but can cast any spell as long as they know the cantrip or have the spell transcribed in their spellbook, and the spell slot available, and the spell prepared beforehand, without any class restriction.
- Quick Build
You can make a Gri-Gri quickly by following these suggestions. First, intelligence (9 min) should be your highest ability score, followed by Constitution, and Charisma. High Constitution is needed to survive the Sacrificial Rituals that a Gri-Gri goes through to obtain favor from their Patron. Charisma can help when performing rituals.
- Choosing a Patron
You must choose a Patron, (a deity, or other elemental, celestial or god-like being) for your character, You may also choose any Patron that a Warlock may have as well, as long as it is suitable for your race. A Gri-Gri does not start with a domain, circle or any spells associated with a Patron. Switching Patrons is possible, but not wise as it is very likely to incur their wrath! It is very rare, but sometimes a Gri-Gri does not start with a Patron, but is approached by a Patron later, or somehow is able to create magic without a specific Patron. If this is the case that the Gri-Gri does not know where they get their magic, usually there is a hidden Patron that does not want the Gri-Gri to know who it is.
Most rare of all, the Gri-Gri may have innate magical aptitude similar to a Sorcerer. In which case you would pick an ancestral blood line (As in the PHB 103, and in other places) and you will use the Sorcerer spell template and casting rules instead of the one given here, except for the difference in using and learning cantrips and starting with no spells known. This breaks the class a bit and would need to be discussed with your DM, on whether you want to use sorcery points and other balance issues. Ritual sacrifices would be used in this case to sacrifice to your ancestors instead. (If you want to play a Sorcerer, you should really just play a sorcerer in my opinion, but it might be fun to try this version.)
As a Gri-Gri Mystic you gain the following class features.
- Hit Points
Armor: Light Armors, Hide, Bone, Wood, Wooden Shield
Weapons: Simple melee weapons, Rod, Scimitar
Tools: gri-gri rod
Saving Throws: intelligence and constitution
Skills: Choose 2 from Arcana, Medicine, Religion, Nature, Performance, Athletics, History
You start with the following equipment, in addition to the equipment granted by your background:
- Component bag
- Ink and pen
- Coin bag
- If you are using starting wealth, you have 3d20 sp in funds.
|Features||Cantrips Known||Cantrips Learned||Sacrifices Allowed||—Spell Slots per Spell Level—|
|1st||+2||Ritual Sacrifice, Spell Casting||2||0||1||2||—||—||—||—||—||—||—||—|
|2nd||+2||Ritual Spell Crafting||3||0||2||3||—||—||—||—||—||—||—||—|
|3rd||+2||Constitution Gain, Gri-Gri Mystic Paths||3||1||2||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||1||3||4||3||—||—||—||—||—||—||—|
|7th||+3||Constitution Gain, Path of Gri-Gri Mystic Feature||4||2||3||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||2||3||4||3||3||2||—||—||—||—||—|
|10th||+4||Path of Gri-Gri Mystic Feature||5||3||4||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||5||4||4||4||3||3||3||2||1||—||—||—|
|15th||+5||Constitution Gain, Path of Gri-Gri Mystic Feature||5||5||4||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||6||5||5||4||3||3||3||2||1||1||1||—|
|18th||+6||Constitution Gain, Path of Gri-Gri Mystic Feature||6||6||5||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||6||6||5||4||3||3||3||3||2||1||1||1|
Drawing on the essence of your Patron, you can cast spells to shape that essence to your will. Some Gri-Gri will shun specific schools of casting or specific types of spells because of who their patron is. They may have the spell in their book, but they would anger their patron if they cast it too often! Spells diametrically opposed to your patron cannot be cast, or if cast will cause 1d6 damage per level of spell to the caster. (for example: Your patron has a fire domain, water is diametrically opposed to fire. If the Patron doesn't also have water as a domain, and the caster casts "Create water" The caster will take 1d6 damage, that may be healed.) At the DMs discretion a Patron can abandon a Gri-Gri or more severely punish them, if they cast those spells too often.
At 1st level, you know two cantrips of your choice. You learn additional cantrips of your choice at higher levels, as shown in the 'Cantrips Known' or 'Cantrip Learned' columns. A Gri Gri only automatically knows cantrips, they do not learn any new spells when they level. A 'Cantrip Known' can be learned automatically when the Gri-Gri levels if they have not learned the max for that level. Any Cantrip Learned through transcription, sacrifice, or teaching can be added to this number and used freely as the spell requires. Make a note of which way the Cantrips were obtained, so you do not confuse yourself about how many you can automatically know and how many you obtained through learning.
A maximum of (Caster level divided by 3) Learned cantrips can be known at any one time, you can remove one from the list and replace it with another, but you will have to relearn the spell again(Through Transcribe, Sacrifice, or Teaching)if you want to cast the spell again. (For example: You are a 4th level Gri-Gri, 4 divided by 3 = 1.3, so you will need to wait until level 6 to learn 2 extra cantrips. You can learn more than 'Cantrips Known' to a maximum of 6 Learned Cantrips at level 18 as stated on the chart. (This has been reduced from 1 every 2 levels due to balance, it is very hard to remember so many cantrips at once...)
Preparing and Casting Spells
The Gri-Gri Mystic table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. Long rests are needed to renew all slots, short rests allow for 1 spell slot to be renewed. Gri-Gris renew their spells through odd rituals that require a long time.. usually through tribal dancing and trances.. while renewing spell slots, hit points are recovered at half the normal rate. If the Gri-Gri just rests with no concentration on spell renewal, they can recover hit points as normal.
You prepare the list of spells that are available for you to cast, choosing from your own spell book, a Gri-Gri Mystic cannot use a spell book they have not created to prepare their spell slots. When you do so, choose a number of spells equal to your Intelligence modifier + your Gri-Gri level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level Gr-Gri, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in dance, trance, or meditation: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your spells, your magic draws upon your devotion and attunement to your Patron. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. Spell attack modifier = your proficiency bonus + your Intelligence modifier.
A Gri-Gri does not learn new spells automatically when they level. They must be found in the world and transcribed, or sacrificed for. Starting at 2nd level, In the process of sacrificing, entirely new spells may be created. A Gri-Gri can also be taught a spell they can currently cast by another person, if they fully understand the same language. Transcription roll for teaching = (Gri-Gri Intelligence + Teacher Intelligence) divided by 2= The new Intelligence modifier + your Arcana proficiency. Use the transcribe formula and the example below with this new modifier to figure out if you learn the spell by being taught. Learning a new spell through teaching requires 1 full day per level of spell. Spell like features that are specific to a class, such as a Paladins 'Lay on Hands' or any spell like ability that has limited uses per day cannot be taught to the Gri-Gri.
Your Intelligence is 16. The person teaching you has an Intelligence of 13. 16 + 13 divided by 2 = 14.5. We always round down, so 14. This gives you a collective Intelligence bonus of +2. Now add your Arcana proficiency at the new collective bonus if you have the proficiency. At level 1 that would be +2 proficiency bonus, you then get +4. You may now subtract that number from your transcribe DC. If the spell was a 1st level spell, the 1st level Gri-Gri would not have a favored school yet, so the base DC would be 12 + 1 for the first level spell (as stated below) and -4 for the collective teaching bonus. so DC12 +1 -4 = DC9. You must roll a 9 or better and spend 1 day worth of teaching (1 day per spell level) in this situation for the teacher to teach you the new 1st level spell. (It is a cumbersome system, but it is the only formula that seems fair at the moment.)
Transcribe Formula Rules
DC=12 + Spell level -(Intelligence bonus OR Arcana) to transcribe a spell to the Gri-Gri's spell book. if you have a favored school through the Path of the Mystics, spells from that school only require a base DC 10, instead of DC 12
A Gri-Gri can transcribe any spell found on a scroll or in a spell book into their own spell book or a scroll if they successfully roll for transcription, once the spell is transcribed the scroll or page from the original spell book or scroll disintegrates, and cannot be used again, unless the spell book or scroll is an artifact, in which case the page will not disintegrate, and can be copied again. A Gri-Gri Mystic cannot use a spell book or scroll that they have not created. To prepare their spell slots, they must transfer a spell from another book to their own spell book in order to prepare the spell for use. Scrolls or spell books that the Gri-Gri has created may be used or transcribed from by themselves without a DC roll.
A Gri-Gri Mystic uses his or her own unique arcane writing, as such it is very hard for any other casters to learn spells from spell books or scrolls that they have written. A base DC 15(instead of 10) is needed to decipher the unique Gri-Gri arcane symbols, regardless of whether or not the person transcribing knows the Gri-Gri's native language. A Read Magic or similar spell or effect would negate this though.
Reasonably balanced new spells, or slightly changed old spells can be sacrificed for starting at 2nd level. New cantrips can be assumed to be learned through trial and error and entirely new cantrips can be created without sacrifice and take 24 hours to learn, these count as 'Cantrips Known'.
You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared or in a book that you have transcribed in that is within 5 feet of you.
To cast any spell or spell-like ability one gri-gri rod attuned to your current Patron and your character must be in one of your hands. You cannot cast spells without it. You cannot use another players gri-gri rod, even if you worship the same Patron. The Gr-Gri rod does not replace spell components for any spell, but you may use the component in the same hand or in the opposite hand.
If a gri-gri rod is lost or destroyed a Gri-Gri character must go through the Ritual of Passage again to make a new one, if they want to cast spells again. If one of the character's gri-gri rods are destroyed the character permanently takes 1d4 Necrotic damage(Resistance or saves allowed). A gri-gri rod can be any kind of rod that represents the values of the Gri-Gri mystic's Patron. (An example could be a skull on a stick with rattles and feathers, etc.)
If a new Patron has been chosen, the old gri-gri rod will not work(you will not be able to cast spells) and you lose any domain, or circle, or pact related to the old Patron along with any spells and abilities related to the domain, or circle, or pact. A new gri-gri rod must be created that is associated with the new Patron, you may sacrifice any old gri-gri rods in the ritual without any HP loss. The gri-gri rod is then destroyed at the end of the ritual.
The owner of any gri-gri rod can sense it's presence and it's exact location within 100 feet.
Ritual Of Passage
Rituals of Passage vary with different tribes and races, but in general they are a gruesome and frightening experience in the Gri Gri's life. At 1st level the Gri-Gri must complete a ritual sacrifice roll to show their devotion to their patron. No wealth is needed for this initial sacrifice, all other sacrifices cost the normal amount.
This first Ritual of Passage should be done with just you and the DM before any party introductions happen. Or optionally at the DMs discretion the character can lose 1d4 hitpoints permanently and receives their gri-gri rod, with no other reward, to speed along play.
Unless you are serving an unknown Patron (which is unlikely with primitive societies) Do some research on your Patron. Know the areas of influence that they reside over, their domains and circles and pacts, know the plane or place on which they reside. Know their alignment. Be familiar with the type of guardians the Patron would use in extreme circumstances and to guard any planar gate travel. It is up to you to play your character faithfully to your Patron. And to inform the DM of these things. The DM may have so much on the plate that it is hard to keep track of a specific characters nuances. This probably needs to be kept on separate pages that the DM can reference if asked for. If you are serving an unknown patron, the patron's values and desires will hopefully be given to you slowly by the DM..
If the Gri-Gri fails the Ritual of Passage (rolls a 1) the Gri Gri must reroll until the Patron is pleased at no wealth cost.
Once the Gri-Gri finishes the Ritual of Passage, they create their very own gri-gri rod.
More than one gri-gri rod can be created through Rituals of Passage, if the character desires.
Preparing the Ritual Sacrifice
Ritual sacrifice allows the Gri-Gri to ask their patron for a new spell they don't know, or want to create from scratch starting at 2nd level. This can also be done to receive magic items or ask for other reasonable rewards. All this is at the whims of the Gri-Gri's Patron and depending on the Patron, the reward will reflect the Patrons values. 'Sacrifices Allowed' are per level, not cumulative. At Level 20, 5 anytime sacrifices are allowed, after these 5 have been performed the level 20 Gri-Gri may perform 1 sacrifice a year, also if the Gri-Gri has multi-classed and has reached level 20, the Gri-Gri may perform one sacrifice per year.
A DM may give an advantage or disadvantage roll, if the DM feels the sacrifice sufficiently warrants it.
Roll two skill checks. A Performance skill and a Constitution based Endurance skill check, before you roll on the sacrifice chart at DC10. (A DM may allow another skill check such as Religion instead, if role played differently)
If you fail the roll for one of the skills, any bonus cannot be applied to the ritual for that skill, and any negative modifier must be applied for that skill.
If a roll is successful for one of the skills, any bonus may be applied for that skill, but any negative skill modifier does not need to be applied.
(Examples: You normally have a Performance bonus of +3, but you rolled a 3 +3 for Performance = 6 and does not equal 10. That skill modifier cannot be applied for that skill to the Sacrifice Chart. But say you rolled a 14 or higher for your Con roll, and your modifier is -3 for Constitution/Endurance rolls, 14-3=11 and is higher that 10. So you do not need to add your negative modifier if you wish.)
Add the skill modifiers of both skill rolls and add them to the Ritual Sacrifice Chart roll.
Personal Ritual Sacrifice Chart
These are suggested rewards, the DM may choose a different reward if he or she wishes, as long as it fits with the Patron's values. An eye for balance should be made, so that the character is not too overpowered! Please keep the Permanent Constitution and Hit Piont loss as a feature, the class is built around this feature and adds a bit of tension and suspense.
Ritual Sacrifice Chart
d20 + Combined skill modifiers(Rolled from above)
1 Patron ignores sacrifice. Request is denied. Roll 1d6, if 1-3, Patron is angered and character loses 2hp permanently. Sacrifice 2x the amount to roll again.
2-6 Character loses 1hp permanently, the patron is pleased. Grants half the asked reward.
7-9 Character loses 1d4hp permanently, Ritual left scars on the character's body, but it was rewarding after all. Reward granted.
10-15 Entity comes from beyond takes Payment. Character is weakened and loses either 1 point of Constitution(d6 1-2) or 1d8Hp permanently(d6 3-6). (Only 1d4Hp if at 1st level.) Grants double the reward.
15-19 Omen from Beyond! (If at 1st level the Character only permanently loses 5hps) The character loses either 2 Constitution permanently(d6 1-2) or 2d8Hp permanently(d6 3-6). Character is granted a Limited Wish, and double the asked reward. A Domain or Circle or Pact of the Patron is granted to the Gri-Gri, unless a Domain, Circle, Pact, or Oath is already obtained. All spells related to that Domain, Circle, or Pact are automatically transcribed into the Gri-Gri's Spellbook, extra pages are permanently added if there is not enough room.
20+ Portal of Power! A gate opens to another plane or place associated with the Patron for the same duration as the ritual lasted. Inside is the Patron(with guardians), who will grant your reward, and increase one ability score by 1 point up to 20(d6 1-2) or increase permanent HP by 5(d6 3-6), you cannot gain more than 2 ability scores from this, but perhaps a level appropriate feat or proficiency or other level appropriate reward could be given instead(At the DMs discretion). And perhaps the Patron will send you on a quest of the Patron's choosing. A Domain or Circle or Pact of the Patron is granted to the Gri-Gri(As above), unless you already have one. If the Gri-Gri already has a Domain, Circle, Pact, or Oath, the Patron instead grants 1 spell that can currently be cast from another Domain, Circle, Pact, or Oath associated with the Patron, extra pages to the spell book are permanently added as above. The portal can be used as planar travel to the specific plane or place associated to the Patron, but a portal cannot be opened from the plane or place to another plane or place, it does allow movement to and from while it stays open.
As always a Natural 1 is an automatic fail. A Natural 20 is always a success.
Magic Items may not influence any rolls related to the Sacrifice. But spells cast on the Gri-Gri by their self may influence rolls.
Half reward example: You asked for a 1st level spell, you get a cantrip. Or you asked for a +1 magical sword. You get a masterwork, instead. You asked for a teleport to a specific place, you get sent half-way. etc.
Double reward examples: You asked for a 4th level spell, you get 2 4th level spells instead. Or if item reward, reward granted with something else, just as powerful, you can use. You asked for a teleport to a specific place, you get sent to the exact spot, with something else you can use, etc. Double reward could reward a spell that can't yet be cast. For example you ask for a 1st level spell and you get a 2nd level spell instead, even though you may not be able to cast it yet, it still goes into your spell book, and will be able to be prepared when you gain enough levels to use it. 1 level higher than the spell or item asked for can be considered a double reward.
Ritual Sacrifice Rules
If asking for a new spell or item, cost of sacrifice is 1000gp worth of sacrifice(anything of value approved of by your patron) per level of spell. Or 2x the value in gp of any item they seek. A Gri-Gri cannot ask for a spell higher level than what can currently be cast or a magical item that is not typical for the Gri-Gri's level, but can be rewarded a higher level item or spell by their Patron. If asking directly for a specific spell, an appropriate component similar to the spell must also be offered. Artifacts may not be asked for, but can be granted if their Patron wishes. A ritual lasts at least 1 hour. Or 1 hour per level of asked for spell/object, or per 1000g value being sacrificed. Rituals lasting longer than 8 hours require fatigue rolls (constitution DC10) and every 1 hour after that. If the Gri-Gri is incapacitated before the ritual is completed it is considered a failure. (1 on the chart).
Patrons will never give a spell or item that is diametrically opposed to their areas of influence. (For example: A patron with a fire domain, would not give spells related to water.)
At the end of any sacrifice ritual, any thing being sacrificed is vaporized, disintegrated and removed from the current plane of existence. (whatever seems dramatic to DM..)
Artifacts refuse to be sacrificed and cannot be used in a personal sacrifice.
If at any time the Gri-Gri's max HPs reach 0, or Con reaches 0 in the process of sacrifice, the caster will be permanently dead. vaporized or disintegrated in the process of sacrifice. Unless the Patron intervenes and accepts the Gri-Gri on it's own plane of existence. It which case, refer to a Reincarnation spell, but change the being reincarnated to something close to the Patrons values and the former character's level.
Ability Score increases
Chosen Ability Gains
If you reach 4th total level, and again at 8th, 12th, 16th and 19th total level, you can increase one ability score of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Through the rigors of rituals, sacrifice, and constant hardship, your character gains 1 constitution at 3rd total level, 7th, 11th, 15th, and 18th total level. As normal, you can't increase your constitution score above 20 using this feature, if Constitution is at 20, you may choose either another ability score to increase by 1, or you may choose to add 5 Permanent HPs.
Optional Feats Rules
If you are using the optional feats rules you must lose both your Constitution Gain and your Ability Gain to obtain the feat, this is because the class is designed to give 1 Constitution gain one level before your gain half of your Ability score gain. Most classes have the option to gain 2 Ability points of their choice every 4th level, but Gri-Gri Mystics gain one Constitution and one ability score of their choice at different times. For example if you get to 3rd level you can gain 1 constitution, but if you want to gain a feat, you must forgo taking that gain and wait until next level at 4th level to gain the feat, and forgo taking the Ability gain. You cannot obtain half of a feat. It is either/or.
Paths of the Gri-Gri Mystic
These features are found in other official classes or official spells and have been adapted to fit the class more closely.
Gri-Gri Mystic Path Archetypes
At 3rd level you may choose a more specific path to please your Patron. The Witch-Doctor, The Medicine Man, The Ascetic Seeker, The Primal Confessor, or The Wisdom Keeper.
You have learned the art of using plants to give you visions and these visions have granted you ideas about magic and many other things.. choose one common 1st level spell, approved of by your patron and add it to your spell book. One school of magic that you choose for that spell will be your favorite school. Gold costs to transcribe or be taught spells are halved from this school and will only need a DC=10 + Spell level -(intelligence bonus OR Arcana proficiency) instead of a base DC 12.
You gain tool proficiency in Herbalism kit, and can spot hallucinogenic plants with advantage.
Starting at 7th level the Witch Doctor may begin to commune with the dead. Through the use of your voodoo-like powers, once per long rest you may speak with the dead and ask 3 questions (like a commune or sending spell, at DMs discretion). The type of dead is determined by level. Witch Doctors from 7th to 9th level can only contact recently dead spirits (within a maximum of 7 days). From 10th to 15th level they can contacts spirits of people who have been dead for up to 1 month, those Witch Doctors from 16th to 20th can speak with spirits with no limitations of how long the spirit has been dead. To use this feature you must have your gri-gri rod in hand.
The spirit appears as soon as the feature is used in spectral form, and always responds in a language known to those questioning it, but can offer points of knowledge only up to the moment of its death. If the alignment of the spirit and the Witch-Doctor are the same, the spirit’s answers are always brief and clear; if instead the two have differing alignments, the response of the deceased is usually difficult to understand (can respond with enigmas, mysteries, or parables). This feature allows the Witch-doctor to speak with one undead creature with Hit Dice up to half the Witch Doctor's total level and can offer recent points of Knowledge that the undead creature has observed.
If your patron despises undead or spirits, you may commune with the living, or elementals, or fiends, or celestials, or nature, or whatever sphere your Patron prefers instead, similar to a Sending or Commune spell(at the DM's discretion).
Starting at 10th level the Witch Doctor can attempt to learn spells they do not currently know or have written in their books by capturing the spells that others cast. When another caster casts a spell in which the Witch Doctor can fully see the Verbal, Somatic, and/or Material components needed for the spell AND is a spell of a level that you can currently cast. The Witch Doctor may expend 1 reaction to choose to capture the spell, in the same way as Spell Thief (PHB 98), except the spell does not need to target you. Once a spell that you have captured is cast or written down, you lose the ability to cast it again until the spell is prepared. The spell can be written in your spell book or on a scroll without a spell crafting check, before you lose knowledge of it. To use this feature you must have your gri-gri rod in hand. Once you use this feature you cannot use it again until a long rest.
The Voodoo that You Do
Starting at 15th level the Witch Doctor may remove one curse per long rest from a creature, object, or place. This feature is able to permanently remove any serious curse on the person, object, or area touched by the Gri-Gri if he or she is of equal or higher level than whoever created the curse; otherwise, the effect is only removed for 1d20 hours. Due to the wild nature of the voodoo roll a D20, if a natural 1 is rolled, a curse of an opposite nature is instead put on the creature, object, or place, (at the DM's discretion). The feature only removes one curse with each application, for which it removes the most serious curse on a target. To use this feature you must have your gri-gri rod in hand.
The effect can be reversed to permanently curse a creature, object, or place once per long rest, but not more than 3 curses cast by the Witch Doctor can affect it at any one time. The type of curse must be stated clearly by the caster. The effect can be many different things(at the DM's discretion), but if it specifically lowers a stat of any kind a 1d4 is used to permanently lower the stat until the curse is dispelled, removed, or wished for. The target of the curse may save vs. the casters Spell Save DC if it is a sentient being. Due to the wild nature of the voodoo roll a D20, On a natural roll of 20, the target is instead permanently blessed in an opposite way. To use this feature you must have your gri-gri rod in hand.
You may either choose to remove a curse, or curse after a long rest. You may not do both before a long rest.
Starting at 18th level, once per long or short rest you can cast one Wild Magic Surge without expending any spell slots. Consult the Wild Magic Surge chart in the Players Handbook(page 104), unless your DM has his or her own chart. If the result directs you to regain or lose sorcery points and your character does not use them, you gain or lose one random temporary spell slot that you can cast instead. This temporary spell slot can be more than your maximum, but disappears once used, or during a long or short rest. Roll 1d10 to see which level of spell slot it is, if a 1 or 10 is rolled you gain a 1st level spell slot. Otherwise, if the result applies only specifically to Sorcerers, and your character is not sorcerous, you may roll again. Your gri-gri focus must be in hand in order to use this feature.
Design note: This sub-class has some Cleric-like and Druid-like abilities.
You learn the Cure Wounds spell. If your patron disapproves or you already have Cure Wounds known, you may choose 1 other Druidic or Clerical spell instead of Cure Wounds. Also, choose one other 1st level Druidic or Cleric spell of your choosing. These spells will appear in your spell book, when learned.
One school of magic that you choose from these spells will be your favorite school. Gold costs to transcribe or be taught spells are halved from this school and will only need a DC=10 + Spell level -(intelligence bonus OR Arcana proficiency) instead of a base DC 12.
You gain Medicine and Survival as a proficiencies if you do not already have them, and tool proficiency in Herbalism kit.
Once per long rest you may stabilize any creature or character that is brought to 0 hit points by spending one action and touching the target with your gri-gri rod.
Starting at 7th level, You may ask your patron one question per day(like a lesser version of Commune spell), to get a hint of what needs to happen next. The answer can be anything from a yes or no, to 1 full sentence.
Roll a persuasion check at DC 10, if failed you get no response, on a natural roll of 1 you get an angry response. To use this feature you must have your gri-gri rod in hand.
You commune with your patron more closely than others. Starting at level 10, you can call on your patron to intervene on your behalf when the need is great. (As in Divine intervention PHB 59) Since a patron is not always as busy as some and most likely wants you to succeed in your tasks, you may add your Charisma score to your level to find out if the patron will intervene. You also learn the 5th level spell Commune which appears in your spell book, if it is not there already. To use this feature you must have your gri-gri rod in hand.
Starting at 15th level, you must choose a spirit guide related to your patron. This is a type of guardian that your patron would control in it's sphere. The Spirit Guide will be a creature or thing with Hit Dice half the level of the Medicine Man. It can be a lesser version of a greater being as well, as long as the Hit Dice are reduced to at least half the level of the Medicine Man. The DM may choose this creature or thing at his or her discretion.
Once per long rest you may summon a totem of your choosing. This will be a small trinket of some kind, related to your patron, that you can carry with you. To use this feature you must have your gri-gri rod in hand when first used. Once the totem is summoned the Spirit Guide will appear in 1d4 rounds. and will be your companion until the totem is dispelled, until a short of long rest, or until the spirit guide dies. The spirit guide will do any commands including fighting, and will speak with you if spoken to, either telepathically or verbally. The spirit guide will always know the general direction that the Medicine Man will need to go in order to accomplish a task. If the spirit guide dies in your service, you must wait 1 full week, until you may summon the spirit guide again, in which case it will be the same spirit as before with the same Hit Dice, unless the Spirit Guide dies on it's native plane. In the event that your Spirit Guide dies on it's native plane, when you summon a new Spirit Guide it will be a different Spirit Guide, without the knowledge that the previous Spirit Guide possessed.
Starting at 18th level you gain preternatural senses that help you notice and fight creatures that you cannot see. When you fight something that you cannot see, your inability to see it does not impose disadvantage on attack rolls against it. You are aware of any invisible creature within 30 feet of you. You may also peer 30 feet into the plane that your patron abides, if the plane is different than the plane you are currently in, if vision is normally obscured to less than 30 feet in your patron's plane, you may see as normal up to 30 feet if you are in the same plane. And your passive perception is increased by 5.
Design Note: This sub-class has some minor Monk-like and Ranger-like abilities.
The hardships of being a loner in the tribe have made you a very self-sufficient person. When you are not wearing any armor your armor class is 10+ dexterity mod+ constitution mod and your unarmed attacks do 1d4 + strength modifier.
You may craft simple clothing associated with your patron to show the world if you wish, with proficiency.
You gain one 1st level spell, approved of by your patron, from the schools of either Illusion, Abjuration, or Evocation from any class and add it to your spell book. In the future this school will be your favorite, gold costs to transcribe or be taught spells are halved from the school of the spell you choose and will only need a DC=10 + Spell level -(intelligence bonus OR Arcana proficiency) instead of a base DC 12.
You gain Survival proficiency if you do not already have it, and one proficiency in any artisan tools typical of your race's culture OR proficiency in herbalism kit OR Nature.
You gain proficiency in any one ranged weapon typical of your race or area.
You live frugally and will always live at poor expenses or lower, without any consequences other than socially. If you have a trade, you are able to profit from the trade much easier because of this.
The Simple Life
Due to your self reliance not much scares or enthralls you, starting at 7th level you can use your action to end one effect that is causing you to be charmed or frightened.
The World As I Know It
Starting at 10th level you may Commune With Nature(like the spell) to explore the world and find out your true purpose once per long rest. To use this feature you must have your gri-gri focus in hand.
In the course of your journeys and hardship you have learned to push yourself to the limit. At 10th level you also gain one Action Surge(PHB 72). On your turn you may take one additional action. Once you use this feature, you must finish a long rest before you can use it again. You may not use this feature again after a short rest, since you are not as well trained as others in this martial art.
Starting at 15th level your patron will want you to go on a great Vision Quest. This will be an epic adventure to perform a task for your patron. The patron will contact you through a vivid dream during a short of long rest after reaching 15th level. The DM will prepare an adventure or campaign around this feature. More Vision Quests can be bestowed upon the Ascetic Seeker once the first Vision Quest is finished.
Once the first vision is completed after the rest, in order to help you in your quest and in your further endeavors for your patron, you are given magical resistance, you will always have advantage on spell saves against all spells and magical effects that targets you, unless you wish the spell to effect you. If you already have a feature like this, your patron may give you something else to help you on your Vision Quest(at the DM's discretion).
Starting at 18th level you achieve the pinnacle of resilience. At the start of each of your turns you regain hit points equal to 5 + your constitution modifier if you have no more than half of your hit points left. But, you don't gain this benefit if you have 0 hit points.
- Design note: If you choose this sub-class, you should not multi-class as a Paladin. Too many of the abilities are similar.
From an early age you have been groomed to uphold the code of your Patron, or perhaps you stumbled into the job somehow.. Either way, you are part of the society of the tribe that upholds the moral values associated with your Patron, a type of Inquisitor. You are the one that enforces the punishment of the tribe, when things get out of hand..
You are given the 2nd level spell Zone of Truth, which appears on a new page in your spell book. If you already have Zone of Truth you are given another 2nd level spell at the DMs discretion. You also choose one other common 1st level spell of either Divination, Enchantment, or Evocation schools approved of by your patron and add them to your spell book. One school of magic that you choose for that spell will be your favorite school. Gold costs to transcribe or be taught spells are halved from this school and will only need a DC=10 + Spell level -(intelligence bonus OR Arcana proficiency) instead of a base DC 12.
Starting at 3rd level, you choose a Sacred Oath (as the Paladin subclass) associated with your Patron. You may gain the abilities associated with this oath at each level, but you may not automatically gain any spells from the Sacred Oath, these must be given to you by your Patron, or found, or taught to you. You do not need to be of any specific alignment, but you must uphold the alignment and moral values of your Patron. If you do not uphold your Patron's values, the Patron may seek retribution. From now on, you may not be given a Domain, Circle, or Pact by your Patron. If you already had one, you lose it, and your Oath now replaces it. In the future you may be given single spells from those Domains, Circles, and Pacts associated with your patron, if they are given to you through ritual sacrifice. Any spells that have already been given to you through Domains, Circles, or Pacts by your Patron are not removed from your spell book. Any abilities associated with a Domain, Circle, or Pact are lost.
Starting at 3rd level, when you hit a creature with a melee weapon attack you can expend one spell slot to deal a damage type associated with your Patron to the target in addition to the weapon's damage. The extra damage is 2d8 for a 1st level spell slot and 1d8 for each spell level above 1st. The damage may be increased by 1d8 if the creature is diametrically opposed to your Patron.
Starting at 3rd level, you may exchange your Gri-Gri rod with a specific weapon you are proficient with in a successful Sacrifice Ritual, this weapon now becomes a magical weapon and may be used as a weapon and/or your magical focus. Your life force that was in the previous Gri-Gri rod transfers to the weapon after the ritual is complete, and it becomes a Gri-Gri Weapon. If the weapon is ever destroyed you take 1d4 permanent hit point loss. You always sense the location of the new Gri-Gri Weapon within 100 feet.
The Hand Of Your Patron
Starting at 7th level you may Lay on Hands. You have a pool of Necrotic energy that replenishes when you take a long rest. With this pool, as an action, you may touch a creature and heal or damage a total number of hit points equal to your (Gri-Gri Mystic level x 5). Alternately, depending on your Patron's values, you may expend 5 hit points from your pool to cure or cause the target to be diseased or poisoned, or another affect that is closely associated with your Patron if it does not approve. You can cure multiple diseases or poisons with one use if you are allowed to. If you are damaging or causing illness, you must make a spell attack roll to be successful, unless the target is incapacitated, stunned, or willing.
Repent All Ye Sinners
Starting at 10th level you are so suffused with the moral might of your Patron that all your melee weapon strikes carry the power of your Patron with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage type associated with your Patron.
The Great Confession
Starting at 15th level your Patron will want you to hold a great trial for your tribe. You will preside over the trial as judge and jury. If your tribe or anyone in the tribe has not been upholding the values of your Patron, you must pass judgement. This will lead to a great quest provided to you and possibly your party by the DM. The DM will create an adventure around the circumstances of the trial. More trials may be performed by you once you have completed the first, at the DMs discretion.
In order to help you in your trials you are given the 5th level spell Legend Lore, which appears on a new page in your spell book, to bring to mind the details of the case before you. If you already have this spell in your spell books you are given another 5th level spell or lower, at the DMs discretion.
Starting at 18th level you have become the very judgement of your Patron. You are given the 9th level spell Imprisonment which appears on a new page in your spell book. If you already have this spell, you are gifted another 9th level spell or lower, at the DM's discretion.
Design note: This sub-class has some similarities with the Bard class.
You have been taught and tasked by your elders to collect and pass on the knowledge of your tribe to the other members.
You know something about most things, as such, you gain proficiency in History and Arcana if you don't already have them, and whenever you make a Charisma Performance check to tell a story, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You also gain one other language of your choice that is common to your tribe's region, You are fluent and literate in this language.
Choose two common 1st level spells, approved of by your Patron, and add them to your spell book. One school of magic that you choose for these spells will be your favorite school. Gold costs to transcribe or be taught spells are halved from this school and will only need a DC=10 + (Spell level - your Arcana proficiency) instead of a base DC 12.
Starting at 7th level you can inspire others through your stirring words. To do so, you use a Bonus Action on your turn to choose one creature other than yourself within 60 feet of you that can hear you. That creature gains one inspiration 1d6 die. You may use this feature a number of times equal to your modifier for Charisma to a minimum of 1 time. You regain any expanded uses when you take a long rest. (As PHB Bard feature)
The Voice of the Tribe
By now you have learned so much of the world around you, that you have picked up ways of communicating to the many different people groups of your world. Your tribe brings outsiders to you when they cannot understand them. Starting at 10th level, you have gained the ability to make your speech understandable to any living intelligent creature. As an action, choose one or more living creatures, with an Intelligence of 6 or higher, within 60 feet of you, up to a number equal to your modifier for Charisma (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
Also at level 10, you are given the 5th level spell Legend Lore, which appears on a new page in your spell book. If you already have the spell, you may be given another spell of 5th level or lower spell or a rare knowledge related item at your Patron's (DM's) discretion.
Starting at 15th level, you will be entrusted with a sacred relic, a major magical artifact, of your Patron. You are charged with keeping this relic safe and performing the rituals associated with it. The DM should create an adventure for the group around this feature, a quest to retrieve it, or receive it, have it passed down from a dying Wisdom Keeper, or some other way of obtaining it. This relic is almost always cursed in some way, but may not be.. you have only heard rumors and tales of it.. But you know from the stories that it is a very powerful artifact.
Knowledge is Power
All this knowledge of the world and the magic of the world may have gone to your head. Starting at 18th level you may start to create spells through experimentation without having to perform Ritual Sacrifices. These spells must only be of your chosen favored school. The base costs and time for creating and researching new spells, or spells unknown to the Wisdom Keeper costs 1500gp per level of spell and takes 1 week of research per spell level. If the Wisdom keeper has access to a proper laboratory and the proper resources, the costs and time will be halved. At the end of the research time roll 1d20. On a roll of a 1 you fail the research and must start again.
Also, you have spent so much time learning knowledge that your physical body may have suffered greatly, starting at level 18th, you may choose to exchange up to 2 Constitution for 2 points in either Intelligence or Charisma or Wisdom or 1 point in two of your choice. Once this feature is used it cannot be used again.
Gri-Gri Piecemeal Armor
This section is optional, it adds flavor to your tribal character if you wish to use it.
Gri-Gri Mystic Piecemeal Armor Table
As stated above, a Gri-Gri Mystic is able to use Light Armor, Hide, Bone, and Wood armor or shields without a casting penalty, But. when your character ventures out of the tribe, your pieces of armor are usually piecemeal, and not a consistent suit of armor.
Later you can obtain full suits of armor as you wish or continue to use this chart.
At character creation roll 1d6+1. This is the number of armor pieces your character has.
When looting corpses, you may use these tables to find pieces to add to your armor, armor type should already be known from looking at the corpses. (If the corpse did not have a shield 1-10 will be a torso. If the corpse does not have a helmet and 20 is rolled, roll again, but increase the AC of the piece by 1, if the pieces are damaged or rusty etc, lower the AC of the piece by 1-3. d6 divided by 2)
If the character has some crafting proficiency, it could be possible to fashion armor or items out of furs, hides, leather, wood, and bones scavenged. DC=(10+AC value)-Proficiency bonus if proficient in the correct artisan tools. A -5 is applied if you are NOT proficient, and the quality of the item is lowered by 1d4 if you are successful. After 25 successful rolls doing the same skill, you may gain proficiency in that specific artisan tool. If you are proficient in the artisan tool and roll a natural 20, the item becomes a Masterwork item. If you are NOT proficient in the artisan too and you roll a natural 20, you do not need to lower the quality by 1d4.
Roll d20, if character already has that piece roll again.
1-5 A shield
5-10 A torso piece
11-14 Pair of boots
17-18 Bracers or sleeves
19 Some shoulders
20 A helmet
Now roll d20 for each piece.
1-6 Piece is Padded Fur(Hide) Add 3 AC for Torso/Helmet OR 2 AC for other
7-12 Piece is Leather Add 2 AC for Torso/Helmet OR 1 AC for other
13-17 Piece is Wood Add 4 AC for Torso/Helmet or 2 AC for other
18-20 Piece is Bone Add 6 AC for Torso/Helmet or 3 AC for other
Roll 1d6 for each piece, if a 1 is rolled the piece is of poor quality. Lower the AC value by 1.
Add up all pieces AC and +Dex bonus to get final AC.
After every melee battle in which you took damage, reroll a quality check for each piece. If a piece ever reaches 0 AC value, it has been broken and needs repairing, or replacement.
Weights are compared with a full suit of the same type, Bone is the same weight as chain. Wood is the same weight as scaled
Shield = Same Torso = 1/4th Leggings = 1/3rd Bracers, Boots, and Helmet = 1/10th Shoulders = 1/5th
As you can see, a full suit would weigh 1.5x the weight of a standard full suit.
If the character is using a standard armor set, you may ignore this table.
The Gri-Gri class CANNOT be multi-classed by another class. Although a Gri-Gri is able to multi-class into another class. If at any time the Gri-Gri decides they do not want to further their mystic career, they may choose to stop leveling, the Gri-Gri keeps all knowledge and spells learned, but can never begin their mystic career again, no more spells can be obtained (unless the other class has spells), and no more sacrifices will be allowed, the Patron may seek retribution depending on it's temperment. A Gri-Gri that has multi-classed into another class can also advance in other classes at the same time that they are advancing their mystic career.