Voodoist (5e Class)
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- 1 The Voodoist
- 2 Spirit whisperers
- 3 Creating a Voodoist
- 4 Class Features
- 5 path of the gam
- 6 path of the rippen
- 7 path of the skedel
- 8 Multiclassing
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.
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.
Creating a Voodoist
- Quick Build
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.
As a Voodoist you gain the following class features.
- Hit Points
Armor: all armor, shields.
Weapons: simple and martial weapons
Saving Throws: constitution, wisdom.
Skills: choose two from: animal handling, arcana, history, medicine, nature, and survival.
You start with the following equipment, in addition to the equipment granted by your background:
- chain mail and a shield
- (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.
|1st||+2||Unarmored defense, Lay on hands|
|2nd||+2||Voodoo pact, Fighting style|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|14th||+5||Voodoo path, Voodoo pact|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
Starting at 1st level
Lay on hands
Starting at 1st level
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 Increase
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 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.
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.
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.
field of sorrow
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.
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.
path of the gam
The path of the gam or limbs focuses on overwhelming attacks. and its patron spirit is Dax.
- eye for detail
Starting at 3rd level. You gain an additional bonus to attack and damage rolls made with melee weapons equal to your charisma mod.
- limb for limb
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.
- 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.
- summoning of Dax
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.
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.
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: