Sorcerer
Base Class: Sorcerer

The Influence of greater spiritual entities known as Loas has suffused your magic and very being, granting you the power to practice Vodou - magic that focuses more on the soul than the body. You could have been touched by any manner of Loas that now provide the link between you and the spiritual magic you possess. Many practitioners of Vodou seek to be one day possessed by a Loa, achieving a kind if spiritual enlightenment.

Vodou users typically carry a talisman that connects them to their spirituality, consult the Vodou Talismans table for a possible talisman you carry.

D6 TALISMAN
1 A patchwork doll with yarn hair and needles embedded in the chest.
2 A cross decorated with small animal bones.
3 A walking cane with dog-like iconography.
4 An amulet inscribed with two entwined serpents.
5 A handmade pouch filled with cornmeal.
6 A weave with a religious symbol woven into it.

Spiritual Magic

You learn additional spells when you reach certain levels in this class, as shown on the Spiritual Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Spiritual Spells

Spirit Sight

At 1st level, your affinity to the magic of Vodou practitioners allows you to see the presence of souls around you, living or dead. As a bonus action, you can give yourself Truesight up to a range of 30 feet until the end of your next turn. While you have Truesight in this way, you can see the presence of a creature’s soul, which appears as a white flame within the creature’s body, no matter how obscured that creature is.

Once you use this ability, you cannot do so again until you complete a long rest.

At 11th level, this Truesight lasts for 1 minute and extends to a range of 120 feet.

Resilient Soul

Your practice of the Vodou arts has given you resistance to psychic damage.

Starting at 6th level, you are able to share the pain, senses or resilience of two creatures. As an action, you can spend a number of sorcery points to link the spirit of two creatures within 30 feet of you in one of the following ways:

  • Damage Link. 3 sorcery points. For the next minute, half of the damage taken by one of the two creatures is also taken by the second creature (rounded down). The damage type is unchanged. This link must be concentrated on as if concentrating on a spell.
  • Sense Link. 1 sorcery point. For the next hour, one of the two creatures targeted by this ability can use an action to see through the second creature's eyes and hear what it hears until the start of their next turn, gaining the benefit of any special senses that the creature has. During this time the first creature is deaf and blind to its own surroundings.
  • Resilience Link. 2 sorcery points. For the next hour, the two willing creatures targeted by this ability gain each other's damage resistances. If a creature is immune to a damage type, the other creature only gains resistance to that damage type. Vulnerabilities are not shared.

The link ends early if the linked creatures move more than 120 feet away from each other.

Copy Soul

At level 14 you can replicate a person's soul and can make an almost perfect copy. Simulacrum becomes a sorcerer spell for you but doesn't count as one of your known spells.

You can spend 7 sorcery points to cast Simulacrum without expending a spell slot or material components. The casting time for it when you use this feature is 1 hour. The duplicate made through the use of this feature can only exist for 24 hours before it dies. Once you cast this spell this way, you cannot again until you take 1d4 long rests.

Loa Possession

At 18th level, you have learned how to empty your mind and still you spirit to allow a Loa to possess your body, granting you intense ability. As an action, you can spend 6 sorcery points to be possessed by your patron Loa for 1 minute.

Choose one of your ability scores, while you are possessed, that ability score becomes 22 if it is 21 or lower. The Loa that possesses you depends on the chosen ability score according to the Loa Table. In addition, you have advantage on any attack roll, ability check or saving throw that uses the chosen score, and you cannot be possessed by any other creature.

The Loa you summon also grants you a boon that lasts for as long as you are possessed, this boon depends on your chosen ability score on the Loa Table.

Loa Table.

Ability Score Loa/Boon
Strength Ogou. Any melee weapon you wield becomes suffused with deep red veins. Anytime you hit a creature with a melee weapon attack that creature takes an additional 3d8 necrotic damage. If you can only make one attack with the attack action, you can now make two.
Dexterity Papa Legba. Your body becomes exceptionally light, your speed increases by 30 feet and your jump distance is tripled. You can also dash using a bonus action instead of an action.
Constitution Kouzen Zaka. Your body becomes surrounded by shimmering musculature and your focus sharpens. Your concentration cannot be broken as a result of taking damage.
Intelligence Ayizan Velekete. Secrets of the battlefield are instilled within your mind. Pick 6 creatures that you can see, you gain knowledge of their current hit points and resistances/immunities.
Wisdom Papa Loko. An ethereal third eye apparates on your forehead. You gain the benefit of your Spirit Sight feature. Attacks against you cannot have advantage while you are conscious and creatures have disadvantage on checks made to hide from you.
Charisma Erzulie Freda. Your force of personality is magnified, your spell are ready to take your commands. You can use any available metamagic option for your spells. not just the ones you have learned. Additionally, all your metamagic options cost one less sorcery point while you are possessed.

 

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