Warlock
Base Class: Warlock

Warlocks who choose to make a pact with The Voodoo are tied to forces that they cannot fully control as is usual for this class, the main difference with otheer warlocks is that while "common" warlocks are patronized by some entity or creature, warlocks of The Voodoo follow a force or an incarnation of it, while there are some creatures or items that are tied to The Voodoo all of them come from the same force and have the same objectives in mind, balance and punnishment.

Extended spell list

The Voodoo lets 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

1st

detect evil and good, bane

2nd

blindness/deafness, lesser restoration

3rd

bestow curse, aura of vitality

4th

elemental bane, stoneskin

5th

dispel evil and good, contagion

Mark of the Voodoo

Starting at 1st level, whenever you make a weapon attack to a creature you can mark said crature to become the objective of your curse, a creature cursed by you takes the same damage that you do and is affected by any status effect that affects you, the curse lasts for a day or untill you dismiss it with an action additionally you gain a pool of 1d8 for every warlock level wich you can use to cast different curses on the affected creature, you regain all spended curse dies after a short or long rest

Voodoo curse

At 1st level, you can take a bonus action to curse a creature marked by your Mark of the Voodoo feature, to do this you must spend at least one curse die (1d8), both you and the creature marked take damage equal to the result of the die wich cannot be resisted or amplified unless stated on the curse used, when a curse is used both cratures, you must make a saving throw against your spell DC, on a fail the creature falls under the effects of the curse used, on a failed save you and the creture are affected by the curse and both you and the craeture can repeat the saving throw at the end of every turn, if you succed the creature automatically succeds on their save and if the creature succeds the effects of the curse are removed from the creature but not from you. At level one you can choose 2 curses from the list below, you can choose an additional curse at 3rd, 6th, 9th, 12th, 15th, 18th and 20th level. You can choose to spend more than one curse die to increase tha damage dealt and add some effects, upon spending 3 curse dies the creature cant have advantage on saving throws related to the curses, upon spending 5 curse dies the marked creature has disadvantage on saving throws related to the curses, unpon spending 10 curse dies the marked creature can only succed on saving throws by using Legendary Resistance or becoming imune to the effects of the curse.

  • Curse of darkness: WIS save, on a failed save you and the marked creature become blinded for a minute.
  • Curse of binding: CHA save, on a failed save you and the marked crature become restrained for a minute.
  • Curse of decomposition: CON save, on a failed save you and the marked creature take a the curse die result in necrotic damage at the start of every of yours or the creatures turn for a minute, damage taken from this source cannot be healed for an hour.
  • Curse of suffering: CON save, on a failed safe both you and the marked creature always take maximum damage from any source from a minute.
  • Curse of anti-magic: INT save, on a failed save both you and the marked creature have disadvantage on saving throws for magical effects and inflict minimum damage from spells for a minute.
  • Curse of vulnerability: CHA save, on a failed save, you and the marked creature reduce your proficency bonus from armor class for a minute.
  • Curse of weakness: CON save, on a failed save you and the marked creature cant be proficient with any weapons, armor, shields or spells for a minute.
  • Curse of diminishing: CHA save, on a failed save you can choose an ability score to reduce by the same amount of your Charisma modifier for you and the creature during a minute.
  • Curse of failure: CHA save, on a failed save when you and the marked creature throw a d20 both must trow 1d8 per curse die spent to cast this curse and reduce the result from the d20 for a minute.
  • Curse of slowness: DEX save, on a failed save you and the creature have disadvantage on DEX saving throws and have their moving speed reduced by half for a minute.

Resiliance of the Voodoo

Starting at 6th level, the Voodoo choose to make you more resistant so you can follow its will for longer, as a bonus action you can spend at least one curse dice (1d8) to recover the result of the die, when you do this you must throw a 1d20, if the result is between 2 and 10 you only heal half the result of the die, on a result between 11 and 19 you heal the full result of the die, on a 1 you dont recive any healing and loose the ability to use Voodoo curses for 5 rounds, on a 20 you recover twice the amount of the dice and have the spell lesser restoration casted on yourself without spending spell slots or materials, aditionally when you throw any dices that arent your curse dices you can recive max healing of an amount of dices equal to your Charisma modifier.

Cursed dolls

Starting at 10th level, you gain expertise on artisan tools, you can choose to make a wooden doll of a creature that you have cursed or that you have studied for at least 12 hours, to do this you must take an amount of days equal to the CR of the creature and spend 10 times the CR of the creature in gold for materials (5 for 1/2 CR and 2 for 1/4 CR), if you fight a creature you have a cursed doll of you dont take damage from using your Voodoo curse feature  but the creature sitll takes damage and has disadvantage on saving throws related to the Voodoo curses

Mastery of curses

Starting at 14th level, when you use your Voodoo curses feature you are no longer required to make the saving throw or take the effects yourself, additionally when you use yor curse doll feature you can reduce the cost and days spent by half, additionally when you use your spend one of your curse dices (1d8) you throw a 1d6  and on a result of 4 or higher you dont loose the curse die.

Comments

Posts Quoted:
Reply
Clear All Quotes