Circle of Voodoo

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Circle of Voodoo

The Circle of Voodoo mainly consists of outcasts and lunatics spending years isolated in the harsh climates of the Forgotten Realms learning the forbidden knowledge of Voodoo. Many of them forget who they are and some even forget how to speak. What they do not have in social abilities they at least have in the art of Voodoo.

Those who perform the ancient and forbidden art often use dolls to represent their target. They then, instead of deal damage to the target directly, deal it to the doll that then deals it to the target. It may sound complicated, which it definitely is, but it has it's advantages.

Voodoo Curse

At 2nd level you learn the feature Voodoo Curse and the Voodoo Ability Needle Piercing. To use your Voodoo Abilities you first have to Voodoo Curse the target, which takes an action. When you put Voodoo Curse on a creature you automatically take 1 Psychic damage. To Voodoo Curse a target you must have vision of it.

Voodoo Abilities

At 2nd level you learn your first Voodoo Ability, Needle Piercing. You can learn one additional Voodoo Ability at 6th level and 10th level and two Voodoo Abilities at 14th level. To use Voodoo Abilities you have to have vision on the target. Different Voodoo Abilities cost different amount of Voodoo Points. Your Voodoo Points are equal to your proficiency bonus + your wisdom modifier. You regain all Voodoo Points during a long rest.

The following are the voodoo abilities you can choose from:

Decapitation. You can spend 10 Voodoo Points to rip of the head of the doll as an action, instantly killing the Voodoo Cursed target if below 100HP, otherwise the target is damaged by 6d8 Force damage and becomes Stunned for a minute. The doll is then ruined and has to be restored during a short rest.

Kiss. You can spend 1 Voodoo Point to kiss the doll as a bonus action, forcing the Voodoo Cursed target to make a Wisdom saving throw equal to your spell save DC. If the target fails it becomes charmed.

Life Rip. You can spend 4 Voodoo Points and 1HP to draw with your blood on the doll as an action, dealing 2d12 necrotic damage to the Voodoo Cursed target and healing you the amount of damage dealt.

Needle Piercing. You can spend 2 Voodoo Points to pierce the doll with a needle as a bonus action. To do this you have to have both hands free. The Voodoo Cursed target then takes 2d4 + Wisdom modifier Force damage. The damage increases by one d4 every Druid level.

Nightmares. You can spend 1 Voodoo Points to hold your fingers over the doll's eyes as a bonus action, forcing the Voodoo Cursed target to make a Wisdom Saving Throw with a DC equal to your Spell save DC. If the Voodoo Cursed target fails it's frightened.

Psychological Darkness. You can spend 1 Voodoo Points to spread darkness over the doll as an action, forcing the Voodoo Cursed target to make a Wisdom Saving throw equal to your Spell Save DC. If the Voodoo Cursed target fails it gets the blinded condition for 1 minute.

Strangle. You can spend 5 Voodoo Points to strangle the doll with your fingers as a bonus action, forcing the Voodoo Cursed target to make a wisdom saving throw with a DC equal to your Spell Save DC. If the creatures fails it becomes restrained until it succeeds the saving throw or you use another Voodoo Ability next turn and takes 1d6 + wisdom modifier in Force damage every turn it's restrained.

Vulnerable. You can spend 3 Voodoo Points to hold the dolls limbs with your hands as an action. The next attack to the Voodoo Cursed target has advantage and deals double damage.

Voodoo Vision

At 10th level you no longer have to see the Voodoo Cursed target to use your Voodoo Abilities. You can also see normally in Darkness, both magical and nonmagical, to a distance of 60 ft.

Enhanced Voodoo

At 14th level your amount of Voodoo Points you have are equal to twice your proficiency bonus + your wisdom modifier.

Art Credit: Wizards of the Coast

 

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