Vodouisant
A 5e class by platinumsketch
Vodouisant
Whispering, praying to some dark entity lies a human alone in a room. As his prayer is complete, two shadows claw their way off the walls and begin to quickly take off, heading where the man commanded them.
Sitting surrounded by incense and followers, an oracle shuts her eyes, only to open them to the sight of the spirit realm. Around her she sees and hears her ancestors speaking, watching all those around. As the people wait in prayer, she consults the long gone for help in their troubling time.
A general stands in front of his army. Armed in little more than robes, his protection comes the spirits with which he has allied, and to him he is entrusting his soldiers' safety. As he prepares to lead the march, he prays, asking for protection over them all.
In a small village lies a Tortle woman, who is wise far beyond even her years. She has been called to help cure victims of a recent plague, which she does easily, using her pacts with spirits and the Lwa, alongside her knowledge of herbal remedies, to cure the victims in a matter of days.
Spirit Callers
Vodouisants are casters, with similarities to both divine and arcane casters. Their magic is gained from the knowledge of spirits, but only with the companionship of said spirits can they achieve magic. Thus, they became better known for having spirits listen to them, rather than their knowledge of such, and me be often seen as people with some innate connection to the realm of spirits and dead.
Guardians and Killers
Neither good nor evil, most Vodouisants use their magics to simply help friends and family. However, some will take it further, developing a community around it and using it to help hose who worship like them; and some will go the other direction, using these magics to call death upon their foes in the form of nearly untraceable spirits.
Creating a Vodouisant
The creation of a Vodouisant can vary wildly, going between having died and coming back to life giving them their magic, to simple study under a local Vodouisant helping them realize they had some aptitude towards this style of casting. When making your Vodouisant character, make sure to ask how exactly they came to learn of Vodou and Voodoo magics. Was it from family? Or an outsider? Maybe during a time of conflict, where an opposing army had such casters?
Also ask why do they use their magic in the way they do. Do they kill because they were ordered? Or because they are filled with hate for those that wronged them? Maybe they heal out of a good heart? Maybe the heal because they know they'll be offered food and board?
Quick Build
You can make a Vodouisant quickly by following these steps. First, make Wisdom your highest score, followed by constitution. Second, choose the acolyte background.
Vodouisant
| Level | Proficiency Bonus | Features | Charms | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Charm Crafting, Spellcasting | 2 | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Dominion of Spirits | 2 | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | ─ | 2 | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Increase | 2 | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | ─ | 3 | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Dominion Feature | 3 | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | ─ | 3 | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Increase | 3 | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | ─ | 4 | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Dominion Feature | 4 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | ─ | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Increase | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | ─ | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Dominion Feature | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | ─ | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Increase | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | ─ | 6 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Dominion Feature | 6 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Increase | 6 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Call to the Lwa | 6 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Vodouisant, you gain the following class features
Hit Points
- Hit Dice: 1d6 per Vodouisant level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier for every Vodouisant level after 1st
Proficiencies
- Armor: none
- Weapons: daggers, darts, slings, quarter staffs, pistols
- Tools: Herbalism kit, Poisoner's kit
- Saving Throws: Constitution and Wisdom
- Skills: Choose two from Arcana, Medicine, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarter staff, (b) a dagger, or (c) a pistol and 20 bullets
- (a) a component pouch or (b) a voodoo focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a Herbalism kit or (b) a Poisoner's kit
Charm Crafting
As a practitioner of voodoo, you not only cast spells but also create small, helpful charms. At 1st level, you can create two Charms of your choice, and may make an additional Charm at 5th, 9th, 13th, and 17th levels. In order for a charm to work on a creature other than you, they must be attuned to it. Additionally, you can craft additional Charms by expending 20 gp and 4 hours of work, though your character can only benefit from a number of charms equal to their proficiency bonus at a time, and can not benefit from the same charm more than once.
Spellcasting
By study and contact with spirits, you have gained the ability to utilize Voodoo magics.
Cantrips
At 1st level, you know four cantrips of your choice from the Vodouisant spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Vodouisant table.
Preparing and Casting Spells
The Vodouisant table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Vodouisant spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Vodouisant spells that are available for you to cast, choosing from the Vodouisant spell list. When you do so, choose a number of Vodouisant spells equal to your Wisdom modifier + your Vodouisant level (minimum of 1). These spells must be of a level for which you have spell slots. Casting a spell does not remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a list of new Vodouisant spells requires time spent in study or meditation of some sort for 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your Vodouisant spells, since your magic draws upon your knowledge and connection to the spirits of the world, as well as various herbs and rituals. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Vodouisant spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
You can cast a Vodouisant spell as a ritual if that spell has the ritual tag and you have that spell prepared.
Spellcasting Focus
You can use a Vodousaint focus as a spellcasting focus for your Vodouisant spells.
Dominion of Spirits
At 2nd level, you become proficient in a certain type of spells and rituals. Choose a Dominion of Spirits, those being Power, Prophecy, Protection, and Purity. This represents the goal you often cast spells with, and the spirits you communicate with. You gain a feature from this Dominion upon choosing it, and additional features at 6th, 10th, 14th, and 18th level.
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 two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Call to the Lwa
By 20th level, you can call forth not just to the spirits in your Dominion, nor the Lwa you follow, but to all spirits and Lwa for assistance. Once per week, you can cast the Wish spell without expending a spell slot.
Dominions of Spirits
For every charm, for every curse, and for every verse sung in a gathering, there is a spirit. As a Vodouisant, you have a tendency towards calling a particular kind of spirit for your spells, your Dominion represents these; as it shows the way the spirits you call on behave, and how this effects you.
The Dominion you choose does not limit the other kinds of spirits you can call upon, and thus what kind of spells you can cast, though. Instead, it simply empowers the spirits and Lwa with which you already communicate with.
Dominion of Power
With maleficent spells come maleficent spirits. These spirits, aggressive and violent, may be effective at killing; but they go against the preferred actions of a Vodouisant. No other spirit, great or small, represents this better than Agau; the Lwa of storms and earthquakes, whose brutality causes death. Yet sometimes, the calling of Baron Samedi can cause a quicker, more efficient road to the realm of spirits.
Dominion Spells
You gain dominion spells at the Vodouisant levels listed. These spells don't count against the number of spells you can have prepared.
Dominion of Power Spells
| Vodouisant Level | Spells |
|---|---|
| 2nd | Arms of Hadar, Ray of Sickness |
| 3rd | Ray of Enfeeblement, Shatter |
| 5th | Animate Dead, Hunger of Hadar |
| 7th | Blight, Evard's Black Tentacles |
| 9th | Contagion, Danse Macabre |
Dominion Rituals
Once you choose this Dominion at 2nd level, you learn of rituals relating to the Lwa you follow. You know the following rituals, each of which you may perform once per long rest.
Dance of War. You spend 10 minutes performing an intricate dance. For the next 8 hours, you have an AC of 13 + your Dexterity modifier.
Prayer to Fighting Spirits. By spending 1 minute praying to fighting spirits, you can grant yourself a number of temporary hit points equal to twice your Wisdom modifier + your Vodouisant level. These temporary hit points last until they are all used or an hour has passed.
Hounds of Night
Beginning at 6th level, you can call on the spirits you beckon to further aid you in tracking foes. Once per long rest, you can create three Shadows by performing a small ritual which takes one minute. You can command these as a bonus action, and it will follow all commands you give it to the best of its abilities. They can wander as far from you as you like, and you may use an action to see from their perspective, causing you to be unable to see or hear around you own body. It takes an action to revert back to your own senses. The Shadows last for one hour or until they die, whichever occurs first.
Warlike Possession
Starting at 10th level, you can momentarily allow the Lwa to posses you. Once per long rest, you can use an action to call a Lwa of battle. For the next minute, you deal an extra 1d8 Necrotic damage on all weapon attacks and spells. Additionally, you can use your reaction to reduce any damage you take by an amount equal to your Vodouisant level.
Spirit Warriors
By 14th level, you can call upon more aggressive spirits who will aid you in combat. Once per long rest, you can spend an hour performing a strange ritual that involves sacrifices to the Lwa. At the end of the ritual, you create a number of undead equal to your Wisdom modifier (minimum of 1). These undead last until destroyed or until you take an action to dispel them, however, you can't have a number of undead created by this feature greater than your Wisdom modifier active at one time.
Agau's Possession
At 18th level, you become possessed by none other than Agau. When you use Warlike Possession, all weapon attacks and spell damage deal a bonus 2d8 Necrotic damage instead of 1d8. Additionally, humanoids you kill while in this form rise back as zombies or skeletons, your choice, which last until destroyed or until Warlike Possession ends, which ever comes first
Dominion of Prophecy
Those who call on the spirits of the past and Lwa for guidance often fall under the Dominion of Prophecy, as their magic causes them to take a form more comparable to that of an oracle than a warrior or healer. Many in this Dominion seek guidance from Dumballah, who created the world and knows all, yet his aloof wisdom may lead them to contact other Lwa, such as Legba.
Dominion Spells
You gain dominion spells at the Vodouisant levels listed. These spells don't count against the number of spells you can have prepared.
Dominion of Prophecy Spells
| Vodouisant Level | Spells |
|---|---|
| 2nd | Detect Magic, Detect Evil and Good |
| 3rd | Augury, Locate Objects |
| 5th | Clairvoyance, Tongues |
| 7th | Divination, Locate Creature |
| 9th | Commune, Legend Lore |
Dominion Rituals
Once you choose this Dominion at 2nd level, you learn of rituals relating to the Lwa you follow. You know the following rituals, each of which you may perform once per long rest.
Search for Answers. Through sacrifices and prayer over the course of an hour, the Lwa can tell you a small amount about the future. This acts as if you casted the Augury spell, though this casting does not add to the cumulative casting of the spell and doesn't expend a spell slot.
Ancestral Knowledge. You can tap into the knowledge of your forefathers by performing a 10 minute long ritual. For the next hour, you add half your proficiency bonus (rounding down) to all ability and skill checks made that you are not proficient in.
Eternal Sight
Beginning at 6th level, you can see from the perspective of your ancestors. Once per long rest, by spending an action you gain 30 feet of blindsight, with which you can also see into the ethereal plane. You may use additional subsequent actions to view how the area was in the past, as if time is playing in reverse, with each action taking you back a number of years equal to your Vodouisant level. This effect lasts for a number of minutes equal to your Wisdom modifier (minimum of 1).
Spirit Oracle
When you reach 10th level, you can allow yourself to be used as an oracle by the Lwa. This allows you to cast one of the Dominion spells you have learned without expending a spell slot once per long rest.
Beyond Fate
Starting at 14th level, the Lwa and spirits you commune with consider you at least partially outside the grasp of fate. Once per long rest, when you fail a saving throw or ability check, you may choose to instead succeed, though it is by the minimum amount possible.
All Knowing
At 18th level, the prophetic powers you have been granted increase to their maximum, as all spirits aid you in your search. You can cast two Dominion spells you have learned without expending a spell slot per long rest.
Dominion of Protection
Vodouisants who practice under the Dominion of Protection are often commanders of soldiers or mercenary organizations who wish to guard their warriors in the upcoming battle. However, they may also be community leaders trying to make their home safe. Regardless, they often give offerings to Sobo, who grants protection and might to his followers.
Dominion Spells
You gain dominion spells at the Vodouisant levels listed. These spells don't count against the number of spells you can have prepared.
Dominion of Protection Spells
| Vodouisant Level | Spells |
|---|---|
| 2nd | Heroism, Shield of Faith |
| 3rd | Arcane Lock, Rope Trick |
| 5th | Glyph of Warding, Leomund's Tiny Hut |
| 7th | Private Sanctum, Resilient Sphere |
| 9th | Antilife Shell, Circle of Power |
Dominion Rituals
Once you choose this Dominion at 2nd level, you learn of rituals relating to the Lwa you follow. You know the following rituals, each of which you may perform once per long rest.
Aid to Friends. By performing an hour long ritual, you can cause a friendly spirit to grant all allies within 30 feet of you a number of temporary hit points equal to twice your Vodouisant level. These last 8 hours or until they are used.
Spiritual Wards. If you perform a minute long ritual, you can command a small spirit to aid your allies. Choose one ally or yourself, this creature gains a bonus to a saving throw of your choice equal to half your proficiency bonus (rounding down).
Allied Spirits
Beginning at 10th level, you can cause friendly spirits to coalesce around you, granting an ethereal image of a former leader. This form lasts for 1 minute and is initiated as an action, during which time you can use subsequent bonus actions to grant one ally within 30 feet of you a +2 bonus to AC or a saving throw which lasts until the beginning of your next turn. Additionally, you gain advantage on all Intimidation checks.
Defensive Aura
When you reach 14th level, a small amount of spirits are always guarding you and your allies. You and all allies within 30 feet of you gain a +2 to AC.
True Protector
By 18th level, the guarding spirits around you have grown stronger, especially under the leadership of the protective Lwa. When you use Allied Spirits, the bonus you grant to allies AC or saving throws increases to equal your Wisdom modifier (minimum of 2). Additionally, you gain a +2 to AC and a +1 all saving throws while in that form.
Dominion of Purity
The most common of all Dominions, Vodouisants who practice under the Dominion of Purity most often act as holy healers or witch doctors, creating strange curatives out of herbs and the kindness of spirits. Before a healing or ritual of purity, they often pray to the Lwa Loko, who oversees that herbs and plants gain their curative and healing properties.
Dominion Spells
You gain dominion spells at the Vodouisant levels listed. These spells don't count against the number of spells you can have prepared.
Dominion of Purity Spells
| Vodouisant Level | Spells |
|---|---|
| 2nd | Cure Wounds, Healing Word |
| 3rd | Healing Spirit, Lesser Restoration |
| 5th | Beacon of Hope, Revivify |
| 7th | Aura of Purity, Death Ward |
| 9th | Greater Restoration, Raise Dead |
Dominion Rituals
Once you choose this Dominion at 2nd level, you learn of rituals relating to the Lwa you follow. You know the following rituals, each of which you may perform once per long rest.
Grant Life. Through the calling of spirits that guard life, you can cause your allies to gain increased vitality. Choose a number of allies equal to your Wisdom modifier (minimum of 1) within 30 feet of you. For the next 4 hours their maximum hit points are increased by an amount equal to your Vodouisant level.
Song of Preservation. By singing a long, religious song, you can call spirits to grant your allies protection from death. Choose a number of allies within 30 feet of you equal to your Wisdom modifier (minimum of 1). If they are knocked unconscious within the next 8 hours, they are instantly stabilized. This has no effect if the attack or effect would kill them out right.
Healing Balms
Starting at 6th level, you can create minor healing ointments with your knowledge of herbs and the spirits. Over the course of a long rest, you can expend 10 gp to create a Spirit Balm. These Spirit Balms can be applied to your wounds or those of a creature within 5 feet of you as an action, and heal the creature they were applied to for 1d8 + your Wisdom modifier (minimum of 1) hit points, or can cure one poison or disease. A single Spirit Balm can be used a number of times equal to your Wisdom modifier (minimum of 1), and can only be used by you or someone with proficiency in Medicine or the Herbalism Kit.
Witch Doctor
By 10th level, the knowledge of healing spirits you hold allows you to momentarily ask them for favors. Once per long rest, you can send a burst of healing to all allies within 30 feet of you. They heal an amount equal to your Vodouisant level + your Wisdom modifier (minimum of 1).
True Cure
Beginning at 14th level, your Spirit Balms have even greater curative powers. The Spirit Balms you create heal for 2d8 + your Wisdom modifier (minimum of 1), and can cure the Frightened, Paralyzed, Petrified, and Poisoned conditions, in addition to poisons, and disease.
Loko's Blessed
At 18th level, you gain healing directly from Loko. You can now use Witch Doctor twice per long rest, its radius increases to 60 feet, and it cures the Frightened, Paralyzed, and Poisoned conditions.
Charms
This section lists the Charms that you can craft in alphabetical order.
Charm of Aid. This charm grants you momentary aid. Once per long rest, you can cast Guidance as a bonus action on yourself.
Charm of Familial Protection. This charm tells you when an ally is in danger. Over the course of a long rest, choose one ally. Whenever this ally is attacked, you are alerted and can use your reaction to grant them a +2 to AC, which lasts until the end of the round. You may do this once per long rest.
Charm of Fleet Feet. This charm causes you to be quicker. Your base walking speed increases by 5 feet.
Charm of Life. This charm assures that death will be harder to bring upon you. Once per long rest, when you drop to 0 hp, you act as if you have had Spare the Dying casted upon you.
Charm of Living Lights. This charm allows you to create temporary light. Once per long rest, you can cast Dancing Lights as a bonus action.
Charm of Magical Resilience. This charm causes some magics to have a lessened effect on you. You gain a +1 to a saving throw of your choice. You can change which saving throw of the course of a long rest.
Charm of Protection. This charm gives you supernatural protection. You gain a +1 to AC.
Charm of Retribution. This charm causes a spirit to quickly strike a creature that attacks you. Once per long rest, after you have been hit by a melee attack you can use your reaction to deal 1d8 Necrotic damage to the creature that attacked you.
Charm of Returning Spirits. This charm causes the spirits you have slain to return as an ally. Once per long rest when you kill a humanoid creature, you can use a bonus action by the end of your next turn to bring them back to life as a Zombie or Skeleton. Undead created in this way last for 1 minute or until destroyed, which ever happens first.
Charm of Sworn Enemies. This charm allows you to cast a curse upon a foe. Once per long rest, you can cast Hex on a creature without expending a spell slot, with Wisdom being the spellcasting modifier.
Charm of the Cure All. This charm gives you the ability to heal your wounds. Once per long rest, you can cast Cure Wounds at 1st level on yourself, with Wisdom being the spellcasting modifier.
Charm of the Doctor. This charm causes your knowledge to grow. You gain a +1 to all Intelligence ability checks.
Charm of the Mighty. This charm causes you to grow in might. You gain a +1 to all Strength ability checks.
Charm of the Priest. This charm causes you to gain better insight on the world. You gain a +1 to all Wisdom ability checks.
Charm of the Speaker. This charm causes you to be more persuasive than usual. You gain a +1 to all Charisma ability checks.
Charm of the Spirit Talker. This charm causes you to gain a small amount of increased control over spirits. When you cast a spell that deals damage, you can reroll 1s on the damage die, though you must take the new roll.
Charm of the Thief. This charm causes you to be increasingly dexterous. You gain a +1 to all Dexterity ability checks.
Charm of the Warrior. This charm grants superiority on the battlefield with your preferred weapon. You gain a +1 to attack rolls with one kind of weapon. The weapon type can be changed over the course of a long rest.
Charm of Vision. This charm enhances your perception in darkness. You gain 15 feet of Darkvision, and can see out to this range even in magical darkness.
Spell List
Cantrips (0 Level)
- Chill Touch
- Dancing Lights
- Fire Bolt
- Guidance
- Mage Hand
- Mending
- Message
- Minor Illusion
- Prestidigitation
- Toll the Dead
1st Level
- Bane
- Bless
- Charm Person
- Command
- Comprehend Languages
- Disguise Self
- Grasping Shadows*
- Hex
- Identify
- Inflict Wounds
- Protection from Evil and Good
- Silent Image
- Tasha's Hideous Laughter
- Unseen Servant
2nd Level
- Aid
- Bewitch*
- Blindness/Deafness
- Crown of Madness
- Darkness
- Darkvision
- Enhance Ability
- Hold Person
- Magic Mouth
- Mirror Image
- Phantasmal Force
- See Invisibility
- Silence
- Suggestion
3rd Level
- Bestow Curse
- Counterspell
- Dark Hound*
- Dispel Magic
- Fear
- Feign Death
- Haste
- Hypnotic Pattern
- Magic Circle
- Major Image
- Nondetection
- Protection from Energy
- Remove Curse
- Slow
- Speak with Dead
- Spirit Guardians
4th Level
- Arcane Eye
- Banishment
- Charm Monster
- Compulsion
- Confusion
- Freedom of Movement
- Guardian of Faith
- Hallucinatory Terrain
- Phantasmal Killer
5th Level
- Contact Other Plane
- Dispel Evil and Good
- Dominate Person
- Dream
- Geas
- Hallow
- Hold Monster
- Mislead
- Seeming
- Spirit Dance*
- Telekinesis
6th Level
- Contingency
- Eyebite
- Forbiddance
- Harm
- Magic Jar
- Mass Suggestion
- Otto's Irresistible Dance
- Programmed Illusion
- True Seeing
7th Level
- Divine Word
- Forcecage
- Mirage Arcane
- Project Image
- Reverse Gravity
8th Level
- Antimagic Field
- Antipathy/Sympathy
- Feeblemind
- Power Word Stun
9th Level
- Astral Projection
- Imprisonment
- Weird
Homebrew Spells
Grasping Shadows
1st-level Conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a lock of burned hair)
- Duration: Concentration, up to 1 minute.
Choose two creatures within range. A group of shadows launch at these creatures, who must make a Wisdom saving throw or be restrained by the shadows as they cling to their form, trying to pull them to the spirit realm. The targets may repeat the saving throw at the end of each of their turns.
At Higher Levels. If you cast this spell at 2nd level or higher, you can choose an additional creature for every spell slot level above 1st.
Bewitch
2nd-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a gold coin)
- Duration: 1 hour.
You place an evil spirit upon a humanoid within range. The target must make a Wisdom saving throw. On a fail, they have to follow the commands you give them, taking 2d4 Psychic damage every round they do not unless the task is impossible or would have them harm themselves. Additionally, the creature knows this spell has been casted upon it even during the duration. The spell ends when the duration is up, you or your companions attack it, or it completes the task.
At Higher Levels. If you cast this spell at 3rd level, it instead lasts for 24 hours. At 5th level this increases to 1 week, at 7th it increases to 1 year, and at 9th it lasts until dispelled. The spell also ends if one of the events that would it listed occurs, no matter the level it is casted at.
Dark Hound
3rd-level Conjuration
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (a small jar of honey and sulfur)
- Duration: Concentration, up to 1 hour.
The shadows around you coalesce to create a Shadow Mastiff. You may order it as a bonus action, and it will follow any orders you give it to the best of its abilities. This Shadow Mastiff lasts for 1 hour or until it is killed, whichever happens first.
At Higher Levels. If you cast this spell at 6th level, you create an additional Shadow Mastiff, and if you cast it at 8th level you create two more Shadow Mastiffs.
Spirit Dance
5th-level Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (50 gp worth of incense)
- Duration: 1 minute.
A small amount of the spirit realm leaks through around you. Until the spell ends, all humanoids killed within range during the spell's duration transform into zombies or skeletons, your choice. These undead are friendly to you and your allies, and you may command them using your bonus action. Undead created in this way last until the spell ends or they are killed, whichever comes first.
At Higher Levels. When this spell is cast at a spell slot of 6th level or higher, its duration increases to 10 minutes. When casted at 8th level or higher, the duration increases to 1 hour.
Vodousaint Spellcasting Items
| Item | Cost | Weight |
|---|---|---|
| Vodouisant Focus | ||
| Gris-Gris | 1 gp | 1 lb. |
| Voodoo Doll | 5 gp | 2 lb. |
| Holy Text | 5 gp | 5 lb. |
Spell Casting Focus
This section describes the various types of spellcasting focus that a Vodouisant may use.
Girs-Gris. These a small talismans and charms that hold significant value, and act as small protective symbols. They often relate to the Lwa or types of spirits a Vodouisant may commune with.
Voodoo Doll. Commonly misunderstood, Voodoo Dolls are small dolls that represent people, thought not one in particular, and have pins stuck in them. The small pins or needles are meant more often to attract luck rather than harm.
Holy Text. This is a large book containing various hymns and prayers used to urge the spirits and Lwa along or to call them forward for help. These are often very general and act more like a book for the entirety of Vodou.