The Vodum A Homebrew Half-Caster created by Gulyitt V 1.0

Vodum The woman speaks in another language, holding a doll close to her chest. The incantation slowly creeps on the orc, binding its limbs together. As it thrashes about she takes out a long blade, dipped in the blood of fallen orcs and approaches. The elf stumbles around the tree, clutching its bleeding arm. Looking about it sees branches and vines, quickly crafting with the substance of the tree. By the time the goblins approach, the elf is ready, with its newly made club, for payback. Magic Of The Past A Vodum follows the ancient magic of the otherworld, a realm that has either forgotten or shunned by society. Vodum's focus their magical abilities into dolls, representative of their enemies or allies. As they learn more about their target, both physically and magically, the Vodum's dolls become more powerful. Forgotten Scrypt Whether it came from a dream or from the words of the otherworld, a Vodum one way or another crafts their doll. Vodum's spend years practicing and focusing their magical abilities into their dolls. A Vodum's doll is thier life's work, as making even one is a feat in itself. While each doll focuses on a creature or a general type of creature, the doll is able to be used with any creature, no matter the species. This allows several Vodum's to only use a specialized doll, yet others create more, striving for a 'collection' of dolls for their work. A Vodum with multiple dolls is considered a formidable foe, even to other Vodum's, thus they may be targeted or robbed to take away their magical ability. Creating A Vodum Vodum's do not neccesarily have the magical prowess of wizard's, or the magical adeptness of sorcerer's or warlock's. While Vodum's are often compared to evil or dark druids, a Vodum focuses their magic in one certain object, in order to concentrate and refine this ability. Are you an outcast of the magic community, mocked for your inadequate magic? A simple magic user, approaching the otherworld for guidance and knowledge? Or are you a refined warrior, focusing all your abilities into a power that few, if any, can dare combat. As more solitary magic users, Vodum's tend to live secretive, isolated lives. As Vodum's tend to not follow any set magical law, they tend to stray towards the chaotic spectrum, Vodum's gravitate towards neutral alignments but many have strayed to both good and evil. Quick Build You can make a Vodum quickly by following these suggestions. First, either Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Outlander background.

The Vodum Level Proficiency Bonus Features Focused Quarry Bonus Spells Known 1st 2nd 3rd 4th 5th Voodoo Curses Known 1st +2 Focused Quarry, Primal Instincts 1 — — — — — — — 2nd +2 Fighting Style, Spellcasting 1 2 2 — — — — — 3rd +2 Vodum Archtype, Voodoo Curse 1 3 3 — — — — 2 4th +2 Ability Score Improvement 1 3 3 — — — — 2 5th +3 Extra Attack 1 4 4 2 — — — 2 6th +3 Focused Quarry and Primal Instincts improvements 1 4 4 2 — — — 3 7th +3 Vodum Archtype feature 2 5 4 3 — — — 3 8th +3 Ability Score Improvement, Decrepit Past 2 5 4 3 — — — 3 9th +4 — 2 6 4 3 2 — — 4 10th +4 Primal Instincts improvement, Spirit Devote 2 6 4 3 2 — — 4 11th +4 Vodum Archetype feature 2 7 4 3 3 — — 4 12th +4 Ability Score Improvement 2 7 4 3 3 — — 5 13th +5 — 2 8 4 3 3 1 — 5 14th +5 Favored Quarry improvement, Spirit Devote 3 8 4 3 3 1 — 5 15th +5 Vodum Archetype feature 3 9 4 3 3 2 — 6 16th +5 Ability Score Improvement 3 9 4 3 3 2 — 6 17th +6 — 3 10 4 3 3 3 1 6 18th +6 Spirit Devote 3 10 4 3 3 3 1 7 19th +6 Ability Score Improvement 3 11 4 3 3 3 2 7 20th +6 Soul Transmutation 4 11 4 3 3 3 2 7

Class Features As a vodum, you gain the following class features. Hit Points Hit Dice: 1d8 per vodum level

1d8 per vodum level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vodum level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Intelligence, Constitution

Intelligence, Constitution Skills: Choose two from Arcana, Nature, Intimidation, Persuasion, History, Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortbow and 20 arrows or (b) any simple weapon

(a) a dungeoneer's pack or (b) an explorer's pack

leather armor and any simple weapon Focused Quarry Beginning at 1st level, your doll is able to cause affects on enemies based on how well you know their physical and magical abilities. Choose one type of creature as the focused quarry: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or two specific humanoids; each doll can only have one quarry type and it cannot be changed. You are able to use your doll on any creature, except undead and constructs, however if the creature is of the focused quarry creature type, all saving throw DC increase by the Favored Quarry Bonus column in the Vodum table. At 6th and 14th level you are able to construct another doll with another quarry type. As a bonus action, you may choose one enemy or ally to focus on, this enemy or ally is under the affect of your arcane focus until you either change the target or it moves more than 60 ft. away form you, it leaves the plane, it dies, you are downed or incapacitated in some way (stun, paralyzied, sleeping, downed, dead, petrified), or a voodoo curse ends the affect. Only one doll may be used at any time. You can focus on enemies or allies a number of times equal to your Intelligence modifier (min 1) . Once a focus breaks free of the doll, it cannot be refocused upon for 24 hours. The chosen focus suffers or benefits from the voodoo curses within the doll, however each doll has the same curses as the others. At 1st level, any focus that you attack takes an additional +1 damage, if the creatuere is of your focused quarry it instead takes an additional 1d4 of weapon damage instead of +1, once per attack once per turn. Primal Instincts Your focus on surviving the unknown has sharpened your abilities. Using natural items and materials you can craft simple melee weapons from your surroundings, creating a Natural Weapon. This ability may be done 3 times a day. You must make an Inteligence check to craft these weapons DC 10 (d4 weapon) 15 (d6 weapon and arrows/bolts) 20 (d8 weapon) . These weapons can only be used by you and last for 24 hours before they break apart and become unusable, the materials cannot be used to craft another item. At 6th level these weapons are considered magical for their attack properties, at 10th level these weapons act as +1 magical weapons and last for 72 hours. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Antagonistic If an enemy attacks an ally within 5 ft. of you, you can use your reaction to have the attack focus on you. Spellcasting By the time you reach 2nd level, you have learned to use the magical force of voodoo to cast spells. Spell Slots The Vodum table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you cast a 1st-level spell and have a 1st-level and a 2nd-level spell slot available, you can cast the spell using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the vodum spell list. The Spells Known column of the Vodum table shows when you learn more vodum spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionall, when you gain a level in this class, you can choose one of the vodum spells you know and replace it with another spell from the vodum spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your vodum spells, since your magic draws from knowing and understanding your quarry. You use your Intelligence whenever a spell refers to your spellcasting abiltiy. In addition, you use your Intelligence modifier with setting the saving throw DC for a vodum 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 Vodum Archetype At 3rd level, you choose an archtype that you advocate to emulate: Shaman, Star Gazer, and Heretic, they are all detailed at the end of the class description. Your coice grants you features at 3rd level and again at 7th, 11th, and 15th level. Voodoo Curses In your study of the secluded arts, the ability to transfer magical boons and banes, harmful jinx's and fruitful blessings, have been unlocked to your magic abilities. At 3rd level, you gain two voodoo curses of your choice. Your curse options are detailed at the end of your class description. When you gain certain vodum levels, you gain additional curses of your choice, as shown in the Voodoo Curses Known column of the Vonum table. Additionally, when you gain a level in this class, you can choose one of the curses you know and replace it with another curse that you could learn at that level. 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 by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Decrepit Past Your ability to see into the otherworld grows, allowing you more insight on your focus. Once per turn, if you have a focus, you may learn one of its traits as a bonus action (max hit points, speed, AC, one ability score, immunities, resistances, vulnerabilities, senses) the focus must make a Wisdom saving throw, on success you are unable to use this ability on the focus for 24 hours. Spirit Devote Your knowledge of the otherworld allows you to tap into their energy, becoming more cunning and ferocious. At 10th level, along with 14th and 18th level, you gain one of the three Spirit Devotions, the order of which you obtain these devotions are yours but each one can only be chosen once. Devotion of Sight - You gain the ability to see through shapeshifing creatures and invisible enemies, you gain advantage on Wisdom (Perception) checks to find creatures. Devotion of Fangs - You gain the ability to make an unarmed strikes as a bonus action or opprotunity attack, this does (1d6 + dex/str) choose one, if this attack brings an enemy to zero hit points you gain temporary hit points equal to your Intelligence mod + your vodum level (min 1). Devotion of Magic - Choose two vodum spells of 1st or 2nd level, you may cast these once per long rest without using a spell slot. Soul Transmutation At 20th level, you perfect the art of voodoo and can exchange parts of souls between a creature and yourself. Once per day, target one creature you have focused with your doll as an action, this creature must make a Constitution saving throw, on a fail, change one of your ability scores with the creature's same ability score for one hour, even if the focus is broken you keep the new ability score, on a success you do not exchange the ability score but you may change to the new ability score for one hour. Vodum Archetypes The path of a Vodum has three journeys: the Shaman, the Star Gazer, and the Heretic. Shaman Your magical arts have crafted to allow you to become more dangerous with a weapon, no matter how it is made. As you progress, not only do your instincts and brutality grow, but so does your craftmanship with natural objects. Wicked Crafting At 3rd level, your ability to craft weapons has grown, allowing you to make enduring weapons. You are now able to craft ranged simple weapons and ammo (20 arrows/bolts per craft). Crafting natural weapons and ammo have their DC lowered by 5 and now take only 30 minutes to craft, along with now lasting 72 hours, when you reach 10th level these weapons last as long as common weapons and objects. Unconventional Fighter Additionally at 3rd level, your fighting become more unorthodox, ever-changing as you learn to fight each enemy you face. When an ally has an enemy within 5 ft. of them, if you land an attack on the enemy, you may use your reaction to allow your ally to move half its speed without taking an attack of opprotunity from the enemy.

Shrieking Fury Beginning at 7th level, your attacks leak powers from the otherworld, shaking your enemies to their core. Once per turn, on an attack with a natural weapon, before the dice is rolled, you can choose to let the attack leak into the otherworld. If this attack hits the enemy, they do not take any damage but instead must make a Wisdom saving throw or be frightened of you for 1 minute. If this creature is under your focus they are both frightened and stunned if they fail the saving throw. If they succeed the saving throw this effect cannot be used on the creature for 24 hours. Nature's Fang Starting at 11th level, your natural weapons can be fused with an elemental magic, giving it magical powers of the wild. When a weapon is crafted, you may choose to embue it with one damage type (lightning, thunder, fire, cold, poison, acid). This can only be done to one weapon at a time and gives an additional 1d6 of that damage to the weapon. You can change the elemental magic during a long rest. Otherworld's Voice Beginning at 15th level, your natural weapons can be made through the otherworld, giving them unparalleled abilities. You now only spend 10 minutes crafting these natural weapons and they are all treated as +2 weapons. Also, these weapons gain one of the following abilities: Voice of Empathy: Once per short or long rest, you can fragment reality and as an action, switch places with a creature of your choice within 30 ft. of you, if you or the creature cannot fit in each other's current space this fails and you take 4d8 force damage; additionally, if the creature is not complient, it must make a Charisma saving throw to avoid this ability. Voice of Carnage: On a critical hit, if the enemy has natural armor, their AC lowers by one. If the creature takes a long rest this effect ends. Voice of Hope: Once per round, when a melee attack hits you, you may make the enemy take half the damage as well. Star Gazer Your studies of the magical arts have led you to the otherworld, a realm of endless possibilities, that if used properly, can even be traversed or summoned. Seer of Life At 3rd level, you gain the ability to transverse the otherworld. As a bonus action you may cast misty step, if you use this ability to teleport next to an enemy and make a melee attack on that same turn, the first attack gets advantage. You can not do this again until you finish a short or long rest. Incorporeal Form Additionally, at 3rd level you are able to see through your realm, becoming incorporeal for a short time. Twice per long rest, as a ritual casting, you may create an incorporeal form of yourself for 1 hour. Once this form is created, you can only control this form and your material body remains where it is. This form wields whatever gear and weapons you have, is able to use dolls, but is unable to cast spells. This form does not need to breath, eat, or sleep and has no physical hit points but gains temporary hit points equal to your vodum level * 5 . This form may move from your body and fight, but cannot gain any form of hit points, once it is downed or you take any damage in your material form the incoporeal form is destroyed and you return to your own body; you may drop this form at any time as a bonus action to return to your body. This form has your resistances and immunities, but is vulnerable to psychic damage. Dream Remnant At 7th level, your ability to reach past your concience has been perfected. If an attack renders you unconcious but does not outright kill you, you may summon an incorporeal form, even if you have already summoned yours, that is able to make a full turn immediatley. If the corporeal form deals damage, your material form gains temporary hit points eqaul to half the total damage dealt. Formidable Apparition Beginning at 11th level, you are able to summon your corporeal form three per long rest taking only 1 minute to create, additionally, your incorporeal form gains the ability to hover up to 20 ft. in the air and can move through objects, if it ends its turn in an object or creature it takes 1d10 force damage. Otherworld Guide Starting at 15th level, you have spent endless amounts of time in the otherworld, fusing with it. Your incorporeal form now only takes an action to create, also if you take any damage in your material form, it can be directed to your incoporeal form so that you stay in your incoporeal form if possible, any damage that rolls over to your material form is kept. Additionally, your incoporeal form gains resistance to non-magical slashing, piercing, and bludgeoning damage and gains the ability to cast your prepared vodum spells.

Heretic Your path of magic has led you astray, but your goal is in sight. The magic you seek is not that of this realm, but the needs justify the means. Imbalanced Arcana Starting at 3rd level, your ability to cast magic strengthens, giving you proficiency in arcana if you did not have it before, also once per focus, when you cast a spell that affects your focus, the spell can initiate a voodoo curse again and have the focus roll the saving throw again. Unwordly Concentration Additionally at 3rd level, you have advantage on saving throws for maintaining concentration spells. Taboo Scrypt At 7th level, your magic bleeds into the otherworld, every time a spell is cast on yourself, the maximum value of the dice is used. This does not affect any focus ability. Magic Dissociation At 15th level, your spells become embued with the otherworld, whenever a spell is cast, treat it as if the spell is casted at one level higher than before, additionally you gain one of the following traits: Hasted Mannerism. Your spells act without hesitation, traveling to their targets quickly, once per long rest, whenever a spell is casted on a target as an action, it can be casted as a bonus action instead. Ungraceful Carnage. Your spells reak havoc upon their foes, unyielding to the affects of others, once per long rest, choose on spell that when you cast, cannot be ended via counterspell or dispel magic. Faithful Pardon. Your spells target only your foes, ignoring those you trust, once per long rest, when an area of effect spell is casted on both your allies and enemies, all allies within the range of the spell automatically make their saving throws. Voodoo Curses If a voodoo curse has prerequisites, you must meet them to learn it. You can learn the curse at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Action Figure A cape, wrapped around the doll. When the creature is focused upon, your concentration allows them to become more vigorous, for the duration of the focus, the focus has advantage against being frightened or charmed. Amalgam Step A rune of two chains, wrapped around the feet of the doll. When the creature is focused upon it must make a Strength saving throw, on a fail all of its speed values are halved, it can make the saving throw at the end of its turn. Arch of Wrangoli Prerequisite: 15th level, Heretic feature A portal, ripped through the center of the doll. When the creature is focused upon, it gains as many marks as your Intelligence modifier, whenever an attack lands on the focus, you can choose to consume a mark; if a mark is consumed, the focus takes an additional (1d8) force damage per mark. When the last mark is consumed the damage can no longer be applied. Blightful Presence A rune of a scream, dragged across the face of the doll. When the creature is focused upon, it must make a Wisdom saving throw, on a fail it becomes frightened of you, it can make the saving throw at the end of its turn. Blurried Vision A rune of a closed eye, covering the head of the doll. When the creature is focused upon it must make a Constitution saving throw, on a fail it becomes blind, it can make the saving throw at the end of its turn. Cloak of the Otherworld Prerequisite: Heritic feature A rune of pure darkness, covering the entire doll. When the creature is focused upon, it must make an Intelligence saving throw, on a fail, it is unable to locate you, less it has truesight or tremorsense. The creature may make the saving throw at the end of its turn. Crashing Satellite Prerequisite: 15th level, Star Gazer feature A small rock, placed as a third eye on the doll. When the creature is focused upon, it gains disadvantage on one saving throw of your choice, this effect does not apply to the saving throws of other curses of the doll, the effect lasts for the duration of the focus. Crushing Mass A rune of squeezing coils, etched into the doll. When the creature is focused upon, it must make a Dexterity saving throw, on a fail it begins to be crushed, forcing it to shrink down one size and take (2d6) force damage at the start of their turn, it can make the saving throw at the end of its turn. Dance of the Puppeteer A rune of wind, showering the doll. When the creature is focused upon, your concentration allows them to become swifter, if the creature is not using heavy armor or a shield, then their AC increases by 2 for the duration of the focus. Domino Bestia Small teeth and claws, sewed into the doll. When the creature is focused upon, your concentration changes their very body, for the duration of the focus, the focused creature gains the ability to make an attack as a bonus action.