Voodoo Patron

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Warlock Patron

The Lwa Spirit

Your patron is a spirit, an entity previously alive on the material plane of existence but which has now transcended to where the dead people rest. This entity has granted you powers many would consider unorthodox. Wielders of this power are often referred to as witch doctors and are often feared and despised due to their unnatural powers. Dark arts and blood magic are often associated with you. Although some may think Witch Doctors only do harm, it's not true. Witch Doctors are often healers in small tribes or parties of adventurers. They're more often than not good with medicine and removing curses.

The Lwa Spirit Features
Warlock Level Feature
1st Expanded Spell List, Witch Doctor, Doll Crafting, Voodoo Curse, Voodoo Ability
6th Additional Voodoo Ability
10th Additional Voodoo Ability, Blood Magic
14th Additional Voodoo Ability, Master of Dark Arts

Expanded Spell List

The Lwa Spirit lets you choose from an expanded spell list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Lwa Spirit Expanded Spells
Spell Level Spells
1st cure wounds, inflict wounds
2nd lesser restoration, gentle repose
3rd life transference, speak with dead
4th aura of purity, phantasmal killer
5th contagion, mass cure wounds

Witch Doctor

Starting at 1st level, you've both learned a lot from your patron and practice. You gain proficiency in Medicine if you don't already have it. Additionally, you can give an amount of people equal to your charisma modifier one extra Hit Die per long rest.

Doll Crafting

Also at 1st level, you gain proficiency in Weaver's Tools and can spend 1 hour and 1 gp to create a Voodoo Doll. This doll can be used as Spellcasting Focus and is required to have when using your Voodoo Abilities

Voodoo Curse

Also at 1st level, you learn the voodoo power of your patron. As an action, you can place a voodoo curse on a creature you can see with in 30 ft of you. You then take 1 Psychic damage and use your Voodoo Abilities on the target.

Art Credit: Wizards of the Coast

Voodoo Abilities

Also at 1st level, you know 3 voodoo abilities, Needle Piercing and two others of your choice. You learn one additional voodoo ability at 6th level, 10th level and at 14th level. Each time you learn new voodoo ability, you can also replace one voodoo ability you know with a different one. 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 warlock level + your charisma modifier with a minimum of 1. You regain all Voodoo Points during a long rest. The following are the voodoo abilities you can choose from:

Decapitation. You can spend 18 Voodoo Points to rip of the head of the doll as an action, forcing the Voodoo Cursed target to make a wisdom saving throw. If the target fails the target takes 10d10 Force damage and becomes Stunned for a minute. It takes half as much damage on a successful save and doesn't become stunned. The doll is then ruined and has to be restored during a short rest.

Kiss. You can spend 2 Voodoo Points 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 until the end of your next turn.

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 2d6 Force damage. The damage increases to 3d6 at 6th level, 4d6 at 10th level and 5d6 at 14th level.

Nightmares. You can spend 2 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 becomes frightened until the end of your next turn.

Psychological Darkness. You can spend 2 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 until the end of your next turn.

Strangle. You can spend 1 Voodoo Point 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 starts suffocating (see Player's Handbook page 183.) until it succeeds the saving throw or you use another Voodoo Ability.

Vulnerable. You can spend 5 Voodoo Points to hold the dolls limbs with your hands. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits vulnerability to all of that attack's damage, and then the curse ends.

Blood Magic

Starting at 10th level you've learned that you can sacrifice your own blood to use your voodoo abilities. As an action, you can choose to take 10 damage and get 10 Voodoo Points. The amount of Voodoo Points cannot exceed your maximum. You can do this once per long rest

Master of Dark Arts

You've mastered the art of voodoo. Starting at 14th level your Voodoo Points are equal to your warlock level + your charisma modifier + your proficiency bonus. Additionally, if you have 0 Voodoo Points when you roll initiative you gain 8.

Eldritch Invocations

Enhanced Voodoo

Prerequisite: Voodoo Curse feature.

You can add your charisma modifier to all damage you deal with your voodoo abilities

Improved Curse

Prerequisite: 5th level, Voodoo Curse feature.

You deal 1d6 extra necrotic damage on all hits to a Voodoo Cursed target

Necromancy

Prerequisite: Voodoo Curse feature.

You can cast Animate Dead spell once per long rest.

Spiritual Knowledge

Prerequisite: Voodoo Curse feature.

Whenever you make a wisdom ability check you can choose to use your charisma modifier instead of your wisdom modifier. You can do this an amount of times equal to your charisma modifier. You regain all uses on a long rest

Voodoo Vision

Prerequisite: Voodoo Curse feature.

You no longer have to see your target to place a voodoo curse on it if it's within 120 feet of you. Additionally, you can see normally in Darkness, both magical and non magical, to a distance of 60 feet.

Art Credit: Wizards of the Coast

 

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