Base Class: Warlock
Your exploration into the art of Voodoo and Hoodoo has gained the interest of very powerful fiends. They offered you a deal and you could not resist, for they would give you great magical resources for the small price of your soul. Continue to please your new friends on the other side and they will continue to assist you in your endeavors.
Expanded Spell List
Voodoo Expanded Spells
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Spell Level |
Spells |
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1st |
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2nd |
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3rd |
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4th |
Polymorph, Locate Creature |
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5th |
Parlor Tricks
Your friends help you captivate your audience in order to make your dealings oh so irresistible. You gain the ability to cast the cantrips Minor Illusion and Prestidigitation.
Baron’s Brew
At 1st level, whenever you finish a long rest, you can magically produce Baron’s Brew in an empty flask you touch. As an action, a creature can drink the elixir or administer it to an incapacitated creature. When drank, Baron's Brew replenishes 1d4 HP and a spell slot equal to half of your charisma modifier (rounded down).
When you reach certain levels in this class, you can make more at the end of a long rest: two at 6th level and three at 14th level. Each Baron's Brew requires its own flask.
Hysteria
At level 1 creatures hit by your spells will have Hysteria applied to them equal to the spell damage done. Your spells interact with Hysteria and creatures affected by it are more susceptible to its damage. After creatures reach 30 Hysteria or greater they will take 1d4 extra damage from your spell attacks. Creatures remove 1d6 Hysteria for every turn they are not hit by your spell attacks.
The extra damage is increased to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Voodoo Hayacall
Starting at 6th level, you have gained the ability to ask your friends on the other side for a hayacall infused with magical capabilities (ex. talisman, charm, doll).
The creation of this item requires an hours time and the hayacall is considered a magical item. For each item you create your friends require a payment, your max HP is decreased by 1 plus the amount of hayacalls you currently have from you friends on the other side, at the time of the request (1st item costs 1HP, 2nd item costs 2HP...).
Once created, the item has the magically ability that you requested from your friends (within DM discretion) and does not work on yourself. If the item is destroyed then you permanently lose the max HP paid for that item. You can return a hayacall to your friends on the other side and be given back the max HP equal to the total amount of items you currently possess.
Shake my Hand
Starting at 10th level, you can start to make a profit for yourself as long as it benefits your friends on the other side as well. You can summon one of those hayacalls on command, without a cost, for a creature that you have made a deal with once they have shaken your hand. The item grants their wish as requested in order to fulfil the deal but it comes with a certain detrimental property (both determined at DM discretion).
With each deal made you increase you max HP by your charisma modifier (cannot exceed the max HP possible at your current level).
Friend In Need
Starting at 14th level, you can call upon your friends in a time of need. When you do, your friends from the other side come to aid and defend you as shadows of various forms.
As an action you can summon shadows up to equal to your charisma modifier (minimum of 1) within 10 ft. of you in an unoccupied space. You take 1d10 - your charisma modifier for each shadow summoned. Use the stat block for a Wraith; these creatures obey your commands, have their own initiative, and is at your service until the task is completed, are dismissed as an action, or until their hit points are reduced to zero.
Once you cast this spell you can not do it again for 1d6 days and cannot do it again if the shadows are currently at your service.
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