pygmybatrider
2017-06-22, 02:49 AM
Hi all, long time lurker first time poster here.
I'm planning a PC for an upcoming campaign, heavily influenced by the witch doctor from Diablo 3 - Hollywood voodoo vibe, wooden masks and skulls and potions (and a riding bat!). I'd originally planned some sort of ranger/druid multiclass, but realised that a custom domain could do the same sort of thing with less hassle. This is my first time homebrewing anything so please feel free to give any advice you have concerning spell list/abilities/overpoweredness etc.
LOA DOMAIN
Loa are the spirits of dead gods, generally tied to a particular tribe or group through ancient and unshakable bonds. Despite no longer possessing their physical strength, such gods can become powerful protectors and advisors of their people through their representative clerics. These clerics, sometimes called witch doctors or shamans, channel their gods’ devotion to the tribe, offering words of wisdom, healing, and protection from external threats. While there are a myriad of Loa, each with their own particular quirks and foci, they generally have a deep connection to nature – animals in particular – and the afterlife.
LOA DOMAIN SPELLS
Cleric Level - Spells
1st - animal friendship, hex
3rd - web, blindness/deafness
5th - conjure animals, fear
7th - confusion, polymorph
9th - conjure volley, insect plague
TRIBAL FOCUS
When you choose this domain at 1st level, you gain proficiency with blowguns and Alchemist's Supplies. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
CHANNEL DIVINITY: SPIRIT INFUSION
Beginning at 2nd level, you can use your Channel Divinity to infuse a target with the spirits of the Loa to help or hinder as you see fit. As an Action on your turn, you can touch a creature. If that creature is an ally, it gains advantage on all skill checks related to one statistic of your choice for one minute. If it is an enemy, it has disadvantage on all skill checks relates to one statistic of your choice for one minute.
CHANNEL DIVINITY: ZOMBIE
Starting from 6th level, you can use your Channel Divinity to channel the spirits of the Loa into a recently deceased body. As an Action on your turn, you can touch a humanoid that has died in the last minute and raise it as a Zombie under your control. The Zombie lasts for one hour, or until killed.
DIVINE STRIKE
Starting at 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
BIG BAD VOODOO
Starting at 17th level, you can use your action to summon a tribal fetish (construct) in an unoccupied space that you can see. The totem cannot move, lasts for 1 minute or until destroyed and has 1 hit point and an AC of 10. The fetish begins a ritual dance, sending waves of voodoo magic into the area. While the fetish is still in play, each friendly creature within a 20 ft radius gains advantage on attack rolls and their movement speed increases by 10 ft. Once used, you can not use this feature again until you have finished a long rest.
I'm planning a PC for an upcoming campaign, heavily influenced by the witch doctor from Diablo 3 - Hollywood voodoo vibe, wooden masks and skulls and potions (and a riding bat!). I'd originally planned some sort of ranger/druid multiclass, but realised that a custom domain could do the same sort of thing with less hassle. This is my first time homebrewing anything so please feel free to give any advice you have concerning spell list/abilities/overpoweredness etc.
LOA DOMAIN
Loa are the spirits of dead gods, generally tied to a particular tribe or group through ancient and unshakable bonds. Despite no longer possessing their physical strength, such gods can become powerful protectors and advisors of their people through their representative clerics. These clerics, sometimes called witch doctors or shamans, channel their gods’ devotion to the tribe, offering words of wisdom, healing, and protection from external threats. While there are a myriad of Loa, each with their own particular quirks and foci, they generally have a deep connection to nature – animals in particular – and the afterlife.
LOA DOMAIN SPELLS
Cleric Level - Spells
1st - animal friendship, hex
3rd - web, blindness/deafness
5th - conjure animals, fear
7th - confusion, polymorph
9th - conjure volley, insect plague
TRIBAL FOCUS
When you choose this domain at 1st level, you gain proficiency with blowguns and Alchemist's Supplies. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
CHANNEL DIVINITY: SPIRIT INFUSION
Beginning at 2nd level, you can use your Channel Divinity to infuse a target with the spirits of the Loa to help or hinder as you see fit. As an Action on your turn, you can touch a creature. If that creature is an ally, it gains advantage on all skill checks related to one statistic of your choice for one minute. If it is an enemy, it has disadvantage on all skill checks relates to one statistic of your choice for one minute.
CHANNEL DIVINITY: ZOMBIE
Starting from 6th level, you can use your Channel Divinity to channel the spirits of the Loa into a recently deceased body. As an Action on your turn, you can touch a humanoid that has died in the last minute and raise it as a Zombie under your control. The Zombie lasts for one hour, or until killed.
DIVINE STRIKE
Starting at 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
BIG BAD VOODOO
Starting at 17th level, you can use your action to summon a tribal fetish (construct) in an unoccupied space that you can see. The totem cannot move, lasts for 1 minute or until destroyed and has 1 hit point and an AC of 10. The fetish begins a ritual dance, sending waves of voodoo magic into the area. While the fetish is still in play, each friendly creature within a 20 ft radius gains advantage on attack rolls and their movement speed increases by 10 ft. Once used, you can not use this feature again until you have finished a long rest.