Base Class: Warlock
You are a nature lover and wish to do anything to protect it. This subclass is about true Voodoo (Vodun) and using parts of the 4th Ed Warden class.
Basics
- Otherworldly Patron
- There are many different Loa in the Voodoo religion; you patron is the Loa (Ioa) Gran Bwa (Grand Bois) and he is the master of the forests. He gives you proficiency in animal handling and nature. He also gives you proficiency with herbalism kit.
- Font of Life
- This ability gives you the means to channel nature in order to help you make saving throws against an effect that is affecting you at the start of your turn. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.
- Nature’s Wrath
- Once during each of your turn, you can use the spell hunters mark on an enemy as a free action. This mark lasts until the end of your next turn.
- Nature’s Fury
- When an enemy attacks an ally you may make a melee weapon attack against that enemy. The ally has to be 5 feet from you in order to make the attack.
Healing and Friends
- Healing Charms
- Using different items from nature (i.e.: leaf, flower, mushroom) you and your Loa make healing charms. As a bonus action it can be broken and 1d6 + your Charisma modifier can be granted to the individual who broke it.
- Level 10 is 1d6 + 1d4 + your Charisma modifier
- Level 14 is 2d6 + 2d4 + your Charisma modifier
- Level 20 is 3d6 + 3d4 + your Charisma modifier
- Korok Friends/Tree Spirits
- You Loa has granted you the ability to conjure 4 Korok Friends who kind of listen to you. They are chaotic good. You can only conjure 4 at a time; meaning you cannot conjure 4 and then conjure 4 more. You can only conjure them again when they are all dead.
- Using different items from nature (i.e.: leaf, flower, mushroom) you and your Loa make healing charms. As a bonus action it can be broken and 1d6 + your Charisma modifier can be granted to the individual who broke it.
Guardian Form & Stronger Voodoo
Guardian Form: You channel the spirits of nature and your Loa in order to take on different forms. You can do this twice per short of long rest.
Forest (Tree) Form: You have turned into a tree and gain immunity to being charmed, frighten, paralyze, or poison.
You can use the spells: Barkskin, Earth Tremor, Entangle, Plant Growth,
JuJus Object
You are strong enough to use a piece of nature to make a JuJus object in order to protect your allies. You can make a mask or a totem pole or a neckless. It can be made to protect the wearer of one type of immunity. Each ally is only allowed one JuJus.
Gris Gris Bag
You make one bag for each ally which gives them the ability to add a d4 to all checks.
Nature Caller
Razorleaf Cut
- Coils of vines adorned with razor-sharp leaves entangle your enemy.
- Damage is 1d10 piercing and the enemy has to make a strength saving throw DC 18 or be knocked prone.
Blizzard Strike
- The bitter cold of the frozen spreads over your foe, encasing it in ice and wintry wind whips around you to slow your other enemies. Any enemy within 3 feet of you, other than the target, is slowed until the end of your next turn.
- Damage is 2d10 cold damage and the target is slowed. The target must also make 2 saving throws DC 18 strength.
- First Failed Saving Throw
- The target is immobilized instead of slowed.
- Second Failed Saving Throw
- The target is restrained instead of immobilized.
- First Failed Saving Throw
- Damage is 2d10 cold damage and the target is slowed. The target must also make 2 saving throws DC 18 strength.
Lightning Barrage
- As your whirl your weapon, it draws lightning from the air and sends it cascading over the enemies around you.
- Damage is 2d10 lightning damage and the target is blinded and dazed. Half damage to a saving throw of DC 18 strength.
Thundering Bolts
- You smash your weapon into the earth, unleashing a wave of thunder that knocks your foes to the ground.
- Damage is 2d10 thunder damage and target is knocked prone. Half damage to a saving throw of DC 18 strength.
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