Warlock
Base Class: Warlock

Your patron is a family of (or individual) loa, living between this world and that of the supreme overgod or over-power, who is beyond the normal ranking of the gods. Most deities have individual portfolios and work to progress these portfolios, as expected by the overgod who can punish the deities if they falter. The loa however, are not deities with an individual portfolio. They are roaming spirits of sort with a natural connection to the overgod. They are not simply prayed to, they have to be served. And in exchange they can give you a glimpse of their connection to Bondye, the overgod.

The loa all differ from each other. For example, Baron Samedi is head of the Guédé family and loa of the dead. And the Sim'bi are a great family of serpents with strong connections to poisons. You are known as a bokor (male) or caplata (female). A Vodou Witch serving with "both hands", practicing both good and evil sorcery, guiding those in need and hexing those you call your enemy.

Loa's Extra Spells

The Loa gives you these spells when you unlock the spell level. The following spells are added to the warlock spell list for you. it doesn’t count against the number of spells you know.

Loa Expanded Spells

Spell           Level Spells
1st            Detect Poison and Disease, Tasha’s Hideous Laughter

2nd           Gentle Repose, Healing Spirit

3rd            Animate Dead, Speak with Dead

4th            Dominate Beast, Locate Creature

5th            Danse Macabre, Greater Restoration

Fetish

Starting at 1st level you create a number of fetishes, or charms. These fetishes can capture the lingering energies of creatures slain and are represented by a fetish die. You gain a fetish die whenever any creature (does not work for constructs) is reduced to 0 hit points within 60 feet of you. You can have a number of fetish dice equal to 2 times your warlock level.

As a bonus action, you can choose an ally you can see within 60 feet of you and spend up to half your warlock level (minimum of 1) of fetish dice. 1d6+ CHA Modifier per fetish dice. The target regains a number of hit points equal to the total.

Wanga

At 6th level the spirits caught in your fetishes can be commanded to poison the mind of your foes with wicked thoughts. As a bonus action, you can spend a number of your fetish dice to force an equal number of creatures within 60 feet to succeed on a Wisdom saving throw against your warlock spell save DC or become frightened of you until the end of your next turn.

Priyè Gine

Starting at 10th level you can cite verses honoring the loa and open your senses to them, allowing yourself to become possessed. As an action you can read minds as per the Detect Thoughts spell and you are under the effect of Truesight within 60 feet, for up to 1 minute as the loa bless you with their connection to the all-knowing Bondye.

Once you use this feature, you can't use it again until you finish a long rest.

Greater Zombie

At 14th level you can bring a recently slain creature back from the dead as a zombie. As an action, you can administer a special cocktail of venoms and deliriant drugs to a humanoid creature that has died within the last minute. That creature comes back to the world of the living as a Greater Zombie (statistics below) with its own Initiative.

On each of your turns, you can use a Bonus Action to mentally command it if it can hear and understand you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Once you use this feature, you can't use it again until you finish a long rest. You can only have one Greater Zombie at any time.

Greater Zombie

Medium Undead, Neutral

• Armor Class 15 (Natural Armor)

• Hit Points 97 (13d8 + 39)

• Speed 30 ft.

STR 18 (+4) DEX 10 (+0) CON 17 (+3) INT 4 (-3) WIS 6 (-2) CHA 6 (-2)

• Saving Throws WIS +1

• Damage Resistances: Cold, Necrotic

• Damage Immunities: Poison

• Condition Immunities: Charmed, Exhaustion, Frightened

• Senses Darkvision 60 ft., Passive Perception 8

• Languages Understands the languages it knew in life but can’t speak

• Challenge 5 (1,800 XP)

Turn Resistance: The zombie has advantage on saving throws against any effect that turns undead.

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Mult attack: The zombie makes two Empowered Slam attacks.

Empowered Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage.

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