Warlock
Base Class: Warlock

Some call him Papa Legba, others call him The Gentleman, Baron Samedi or The Dark Man. Whatever you choose to call him, The Voodoo King is a dangerously powerful patron. A true lord of death and untold dark powers. If you manage to indulge him in his trickery and cruelty, he will gladly offer you his great and twisted magic.

Expanded Spell List

The Voodoo King 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 King Expanded Spells
Spell Level Spells

1st

command, bane

2nd

enlarge/reduce, phantasmal force

3rd

speak with dead, bestow curse

4th

compulsion, polymorph

5th

animate objects, dominate person

Witch Doctor

Starting at 1st level, the strange magic gifted to you by your patron allows you to channel life force effortlessly, like pouring water between two bowls.

As a bonus action, you may move any amount of hit points from yourself or another willing creature to another willing creature or yourself. You must have line-of-sight to the creature and be within 120 feet.

  • At 6th level, if the recipient of the transferred hit points receives more than their maximum hit points, they are granted 2d8 temporary hit points.
  • At 10th level, if you transfer at least 25 hit points, roll 2d10 and add the number rolled to the amount transferred.
  • At 14th level, if at least 25 hit points are transferred away from a creature, that creature rolls 2d12 and then restores hit points equal to the number rolled.

You may use this feature a number of times equal to your Proficiency bonus per long rest.

Voodoo Magic

At 6th level, you are able to tear at pieces of your soul as an offering to your patron for more power. You may now cast spells without consuming a spell slot. If you choose to cast a spell this way, you lose 1d6 hit points per spell level (this includes upcasted spells). You may use this dark power twice per short rest.

Voodoo Doll

Starting at 10th level, your patron teaches you the methods to craft a voodoo doll to control and bring pain to the person of its likeness. You may spend 10 minutes to create a voodoo doll of a humanoid target anywhere on the same plane as you; the basic materials it requires are twine, and either straw, twigs, or fabric.

You may only have one doll at a time, and it counts as a magical item. Upon creation of the doll, the creature in question must make a Charisma saving throw against your spell DC + 4 or become linked to the voodoo doll. If the creature succeeds the save, the doll turns to ash and they cannot be targeted again for 48 hours. After becoming linked to a doll, a creature cannot be linked to a doll again for a full week after the doll is destroyed. You may use the doll as a spell casting focus, and if you do, whenever you cast a leveled spell with it, you may inflict necrotic damage to the linked creature equal to your Charisma modifier.

You also learn the Mending cantrip if you don't already know it. This does not count against your spells known and is always prepared. The doll has a number of charges equal to your Charisma modifier plus your Proficiency Bonus. If you make the doll with a drop of blood, a piece of hair, or a personal possession of the creature, the doll bearing that creature's likeness has twice as many charges. Consuming all charges destroys the doll. You may consume a charge or charges to inflict the following effects on the doll's living twin:

  • Pain - Costs 1 charge. As a bonus action, you may stab the doll with a needle to inflict pain upon its living twin through dark magic. The creature linked to the doll must make a Constitution saving throw against your spell DC or take 3d4 necrotic damage, with half damage dealt on a save.
  • Stitch - Costs 1 charge. As a bonus action, you cast mending on the doll to heal the creature linked to the doll for 3d4 + Charisma bonus hit points.
  • Whisper - Costs 1 charge. As an action, you may cast the spell Suggestion on the creature linked to the doll as if you could see them and without knowing the spell or using a spell slot.
  • Break - Costs 3 charges. As a bonus action, you crush the doll in your hands. The linked creature must make a Strength saving throw against your spell DC or lose 1d4 Armor Class for 1 minute.
  • Control - Costs 5 charges. As an action, you channel dark magic and powerful psychic energy through the doll to cast the spell Geas on the creature linked to the doll as if you could see them and without knowing the spell or using a spell slot. When you cast Geas on the creature this way, the spell's effects last until the doll is destroyed, you dismiss the spell, or you use another 5 charges to issue a new set of instructions.
  • Destroy - Costs 10 charges and destroys the doll. As an action, you tear the doll in half. The linked creature must make a Constitution saving throw against your spell DC or take 8d6 necrotic damage and fall prone from the sudden mystical agony. On a save, they take half damage but still fall prone. 

Bad Juju

At 14th level, your luck is influenced by the whims of your dark patron. You may beseech your patron to alter your luck to your favor. Whenever you roll half or lower on any roll you make using a d20 (i.e., a 10 or less on a 1d20), roll 1d4. If you roll a 1 with the 1d4, you charge your Bad Juju (if it isn’t already charged). Any time you make any roll using a d20, you may choose to expend your charge of Bad Juju (if you have it charged) and that roll automatically becomes a result of 20.

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