Base Class: Warlock
Summoning spirits to your aid, creating charms and amulets of protection and health, and using your powers to make your enemies fall to your will, the Voodoo Warlock is a force from the grave and not to be reckoned with.
Expanded Spell List
The spirits of voodoo magic let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Voodoo Expanded Spells
Spell Level |
Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Healing Charms
Starting at 1st level, you can create a Healing Charm by taking an hour and completing a ritual. A person wearing a Healing Charm can break it by a bonus action. When they do, they gain temporary hit points equal to your 1D4 + your warlock level (minimum of 1). The amount increases by 1D4 at 4th, 8th, 12th, 16th, and 20th level.
Call Upon the Spirits
Starting at 6th level, you can perform a ritual by spending 10 minutes and taking 2D4 damage. When you do, you can make a pact with a spirit to come to your aid when you are in need. After completing this ritual, once before taking a long rest, you may spend an action to summon the spirit to your side in a space within 10 ft of you. Use the stat block for a Ghast; this creature obeys your commands, and is at your service for 8 hours or until it's hit points are reduced to zero.
Once you use this feature, you can’t use it again until you finish a long rest.
The Voodoo Doll
Starting at 10th level, you gain the ability to create a doll in the likeness of a creature, giving you the ability to cast a set of spells specifically against said creature. The spirits provide you the ritual to create the voodoo doll.
The creation of this item requires an hours time, materials you would like to use to create the doll from, and a piece of biological material from the desired creature, i.e. blood, hair, etc. The voodoo doll is considered a magical item, and you can only have one in existence at one time. If you create a new one while the current one exists, the current one turns to ash as the new one is created.
Once created, the item allows you to cast spells specifically against the creature it was created in the image of. The voodoo doll has 3 charges; when all are expended, the voodoo doll turns to ash. Expending a charge from the voodoo doll allows you to cast one of the following spells against the creature it was created in the image of: Hold Person, Deafness Blindness, Inflict Wounds. The spells are cast at the same level as your pact magic casts at. The spell DC is your spell DC, and casting these spells with the voodoo doll causes the creature it's created in the image of to have disadvantage on all saving throws. The spell range on all spells cast through the doll becomes 90 ft. At level 14, Hold Monster and Contagion are added to the list of spells you can cast through the doll.
Tear into the Spirit Realm
Starting at 14th level, your connection with the spirits becomes strong enough to tear into their plane. Once per long rest, you can use this ability to create a aura around you in a 60 ft sphere around you that lasts 1 minute. Any number of creatures you choose within the area must make a WIS saving throw (against your spell DC) immediately and at the beginning of each turn they begin inside the area. On a failed save, they come under the effects of the Slow spell and take 5d8 psychic damage; on a success, they are not slowed and take half damage. If they critically fail the save, the creature's spirit is ripped from their body and taken to the spirit realm.

I realy like the this subclass. It's very creative.
But I would specify the 1st lvl. abillity because you can make infinity amount of Healing Charm and give them to every party member.
So basicly the everyone can just simply break one of them as a bonus action every single turn and be invinceble.
Oh, and also, the additional spells do not appear on the spell list in the character creator.
It is a VERY good subclass, and it has some cool features. However, might I suggest a few changes?
1. as @CubeCreater said, there may be a drawback to breaking a healing charm to balance it out. Disadvantage or a small penalty (-2) to CON saves as long as the user has the temp hit points, perhaps?
2. The range of the Voodoo doll spells seem pretty underwhelming, and needs an increase. I suggest either 2-5 miles, or (if the previous option sounds too big) 300 ft. That way, you do not need to follow the person you have connected to the doll in order to use it.
3. I think you need to allow friendly fire to Tear into the Spirit Realm (have it affect ALL creatures in range instead of creature you choose) in order to balance out the high damage and slow effects. I am pretty sure the spirits would not be able to tell who to target. Also, I agree with @DndTiger, the critfail is too OP. Instead, have it say this: "If this feature reduces a creature to 0 hitpoints, the creature's spirit is ripped from their body and taken to the spirit realm." Also, state how the creature can be revived (although with an effect like that, it will probably require a wish spell or divine intervention.)
This is a really great subclass, and a powerful one at that, but it just needs some balancing. Remember: these are only suggestions, and you do not have to use them. Thanks!
reviewing the class, they aren’t actually super OP. The first one is temp HP, but does get to a pretty high amount as levels go up. I’d suggest either a cost to the maker (similar to 6th lvl ability with taking damage) or perhaps giving the user of the charm get a rebuff as the voodoo flows through them? Also having a ghost companion Ian pretty dope, but having a small give-and-take is a good idea, like the Bloodhunter class! This stuff might hurt the warlock... or maybe they can substitute their pain for a sacrifice/victim (making the hp loss permanent, and/or allowing something else take the damage for the ritual.)
I love this subclass tbh, and don't want it totally Nurfed. I love the idea of flavoring the aghast as some voodoo beast/guide. Picking pact of the chain would be fun too, lol. This is super unique, and I really like its vibe. (And again, my thoughts are totally ignorable suggestions. A simple class is a good class.)
I love it and want to use it, but it needs component costs for the rituals.
I absolutely *love* this. I have a voodoo lady character based on the New Orleans voodoo mythos deity Baron Samedi, and I've been using Undying for her. I love this so much more. Only thing I'll recommend is either taking out the critfail save part of Tear into the Spirit Realm, or give it some other caveat, like an HP threshold. For a level 14 ability, an instakill for a critfailed save on any creature is too much. But honestly, *love* the subclass and will definitely be using it!