Warlock
Base Class: Warlock

Warlocks who forge a pact with the Loa, powerful spirits of Haitian Vodou, walk a dangerous path. They gain access to a unique blend of magic that manipulates life and death, curses foes, and channels the power of these spirits. This pact demands respect and offerings, but in return, grants potent boons.

 

The Loa Expanded Spells

You gain access to certain spells when you choose this patron at 1st level, which are always considered warlock spells for you. These spells embrace the restorative and destructive aspects of Vodou.

LEVEL SPELLS
Cantrips Chill Touch, Message, Sacred Flame
1th Bane, Cure Wounds
3th Blindness/Deafness, Speak with Dead
5th Bestow Curse, Contagion, [Tooltip Not Found]

 

Witch Doctor

Starting at 1st level, your connection to the Loa imbues you with a touch of healing. You gain proficiency in the Medicine skill if you are not already proficient. Additionally, you can expend a warlock spell slot as a bonus action to tap into this power. Heal a number of creatures equal to your Charisma modifier (minimum of one). The creatures regain hit points equal to 2d4 + proficiency bonus. This restorative magic is a gift from the Loa, and overuse may displease them. This skill evolves at higher levels (5th: 2d6 + proficiency bonus, 10th: 2d8 + proficiency bonus, 14th: 2d10 + proficiency bonus).

Voodoo Curse

Starting at 3rd level, Loa demand respect, and those who defy them can be punished. You gain a voodoo curse bestowed by your chosen Loa patron. Choose one of the options below. You can change your chosen curse at 6th level whenever you finish a long rest. You can use this curse a number of times equal to your proficiency. You cn select other curses at 6th, 10th and 14th levels.

Blighted Touch (Agwé)

As an action, you touch a creature that you can see. The creature must make a Constitution saving throw. On a failed save, the target takes 1d4 poison damage and has disadvantage on Constitution (Concentration) checks until the end of your next turn. This curse saps the target's vitality and disrupts their focus, making them more susceptible to toxins and magical disruptions.

Bone Breaker (Barons of the Dead):

As an action, you target a creature within 30 feet of you that you can see. The creature must make a Strength saving throw. On a failed save, the target takes 1d4 necrotic damage and has disadvantage on Strength (Athletics) checks until the end of your next turn. This curse weakens the target's bones and muscles, hindering their physical prowess.

Flickering Flame (Papa Legba)

As an action, you target a creature within 30 feet of you that you can see. The creature must make a Dexterity saving throw. On a failed save, the target's movement is halved and they have disadvantage on Dexterity (Stealth) checks until the end of your next turn. This curse disrupts the target's coordination and cloaks them in flickering shadows, making them easier to stumble and spot.

Haunted Mind

As an action, you can target a creature within 30 feet of you that you can see. The creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls and Wisdom (Perception) checks until the end of your next turn. This curse assaults the target's mind, filling it with disorienting visions and paranoia.

Maddening Whispers (Erzulie)

As an action, you can choose a creature within 30 feet of you that you can see. The target must make a Charisma saving throw. On a failed save, the target is charmed by you for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom (Insight) checks. This curse fills the target's mind with alluring whispers, potentially turning allies against each other.

Unseeing Eye (The Blind Ones)

As an action, you target a creature within 30 feet of you that you can see. The creature must make a Wisdom saving throw. On a failed save, the creature is blinded until the end of your next turn. This curse temporarily steals the target's sight, plunging them into darkness and disorienting them.

Weakened Soul

As an action, you target a creature within 30 feet of you that you can see. The creature must make a Constitution saving throw. On a failed save, the creature’s speed is reduced by 10 feet until the end of your next turn. This curse saps the target's vitality, making them sluggish and weak.

Loa Pact Boon Ritual Scarification

Starting at 3rd level, when you choose this subclass, you gain one additional warlock pact slot, which can be used to learn or cast a pact magic spell.
Also at 3rd level, you can choose to perform a ritual scarification to temporarily increase your connection to the Loa and gain an additional warlock pact slot. As an action, you can inflict 5 points of piercing damage to yourself. If you do so, you gain one additional warlock pact slot for 1 hour.
You can use this feature one time, and you regain the expended use when you finish a long rest.

Voodoo Blessing

Starting at 6th level, As your bond with the Loa deepens, you gain the ability to grant fleeting blessings with your reaction. Whenever you cast a spell using your voodoo doll, you can choose to grant a blessing to a creature you touch within 30 feet of you. The creature gains temporary hit points equal to 2d8 + proficiency bonus, which last until the end of your next turn. This blessing embodies the protective nature of some Loa. You can use this blessing a number of times equal to your proficiency. Reset with a short rest.

Loa's confusion

You gain the favor of your Loa patron, granting you a potent illusion that disrupts the battlefield. You learn the 5th-level spell Veil of the Loa, and you can cast it using Warlock spell slots. When you cast it using a Warlock spell slot, you can choose not to expend a higher-level spell slot for the additional effects (Illusionary Clouds and Undead Visions).

Blood Magic

Starting at 10th level, The Loa demand sacrifices, and some warlocks embrace a dangerous pact. Starting at 10th level, you can fuel your voodoo magic with your own life force. As a bonus action, you can expend a hit dice to regain warlock spell slots. The expended hit dice regains half of its normal value when you finish a long rest. This power is a dark bargain, and overuse can leave you weakened.

Master of Dark/White Arts

At 14th level, your connection to the Loa allows you to tap into a deeper reservoir of power. When you hit a creature with an attack using your pact weapon, you can choose to inflict an additional 2d6 necrotic/radiant damage. The Loa's dark or white power courses through you, enhancing your strikes. Additionally, your chosen voodoo curse now affects two creatures within 30 feet of you (instead of just one) when you cast it. Your mastery over these dark/white arts allows you to spread your curse's effects.

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