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Warlock Patron

The Lwa Spirit


Your patron is a spirit, an entity previously alive on the
material plane of existence but which has now transcended to
where the dead people rest. This entity has granted you
powers many would consider unorthodox. Wielders of this
power are often referred to as witch doctors and are often
feared and despised due to their unnatural powers. Dark arts
and blood magic are often associated with you. Although
some may think Witch Doctors only do harm, it's not true.
Witch Doctors are often healers in small tribes or parties of
adventurers. They're more often than not good with medicine
and removing curses.
The Lwa Spirit Features
Warlock
Level Feature
Expanded Spell List, Witch Doctor, Doll Crafting,
1st
Voodoo Curse, Voodoo Ability
6th Additional Voodoo Ability
10th Additional Voodoo Ability, Blood Magic
14th Additional Voodoo Ability, Master of Dark Arts

Expanded Spell List


The Lwa Spirit lets you choose from an expanded spell list of Art Credit: Wizards of the Coast
spells when you learn a warlock spell. The following spells are Voodoo Abilities
added to the warlock spell list for you. Also at 1st level, you know 3 voodoo abilities, Needle Piercing
The Lwa Spirit Expanded Spells and two others of your choice. You learn one additional
Spell Level Spells
voodoo ability at 6th level, 10th level and at 14th level. Each
time you learn new voodoo ability, you can also replace one
1st cure wounds, inflict wounds voodoo ability you know with a different one. To use Voodoo
2nd lesser restoration, gentle repose
Abilities you have to have vision on the target.
Different Voodoo Abilities cost different amount of Voodoo
3rd life transference, speak with dead Points. Your Voodoo Points are equal to your warlock level +
4th aura of purity, phantasmal killer your charisma modifier with a minimum of 1. You regain all
Voodoo Points during a long rest. The following are the
5th contagion, mass cure wounds voodoo abilities you can choose from:
Decapitation. You can spend 18 Voodoo Points to rip of the
Witch Doctor head of the doll as an action, forcing the Voodoo Cursed target
Starting at 1st level, you've both learned a lot from your patron to make a wisdom saving throw. If the target fails the target
and practice. You gain proficiency in Medicine if you don't takes 10d10 Force damage and becomes Stunned for a
already have it. Additionally, you can give an amount of people minute. It takes half as much damage on a successful save
equal to your charisma modifier one extra Hit Die per long and doesn't become stunned. The doll is then ruined and has
rest. to be restored during a short rest.
Kiss. You can spend 2 Voodoo Points to kiss the doll as a
Doll Crafting bonus action, forcing the Voodoo Cursed target to make a
Also at 1st level, you gain proficiency in Weaver's Tools and Wisdom saving throw equal to your spell save DC. If the target
can spend 1 hour and 1 gp to create a Voodoo Doll. This doll fails it becomes charmed until the end of your next turn.
can be used as Spellcasting Focus and is required to have Life Rip. You can spend 4 Voodoo Points and 1HP to draw
when using your Voodoo Abilities with your blood on the doll as an action, dealing 2d12 necrotic
damage to the Voodoo Cursed target and healing you the
Voodoo Curse amount of damage dealt.
Also at 1st level, you learn the voodoo power of your patron.
As an action, you can place a voodoo curse on a creature you
can see with in 30 ft of you. You then take 1 Psychic damage
and use your Voodoo Abilities on the target.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Needle Piercing. You can spend 2 Voodoo Points to pierce
the doll with a needle as a bonus action. To do this you have to Eldritch Invocations
have both hands free. The Voodoo Cursed target then takes
2d6 Force damage. The damage increases to 3d6 at 6th level, Enhanced Voodoo
4d6 at 10th level and 5d6 at 14th level. Prerequisite: Voodoo Curse feature.
Nightmares. You can spend 2 Voodoo Points to hold your You can add your charisma modifier to all damage you deal
fingers over the doll's eyes as a bonus action, forcing the
Voodoo Cursed target to make a Wisdom Saving Throw with with your voodoo abilities
a DC equal to your Spell save DC. If the Voodoo Cursed target Improved Curse
fails it becomes frightened until the end of your next turn. Prerequisite: 5th level, Voodoo Curse feature.
Psychological Darkness. You can spend 2 Voodoo Points
to spread darkness over the doll as an action, forcing the You deal 1d6 extra necrotic damage on all hits to a Voodoo
Voodoo Cursed target to make a Wisdom Saving throw equal Cursed target
to your Spell Save DC. If the Voodoo Cursed target fails it gets Necromancy
the blinded condition until the end of your next turn. Prerequisite: Voodoo Curse feature.
Strangle. You can spend 1 Voodoo Point to strangle the
doll with your fingers as a bonus action, forcing the Voodoo You can cast Animate Dead spell once per long rest.
Cursed target to make a wisdom saving throw with a DC
equal to your Spell Save DC. If the creatures fails it starts Spiritual Knowledge
suffocating (see Player's Handbook page 183.) until it Prerequisite: Voodoo Curse feature.
succeeds the saving throw or you use another Voodoo Ability. Whenever you make a wisdom ability check you can choose to
Vulnerable. You can spend 5 Voodoo Points to hold the
dolls limbs with your hands. As an action, you choose one use your charisma modifier instead of your wisdom modifier.
creature you can see within 30 feet of you, cursing it until the You can do this an amount of times equal to your charisma
end of your next turn. The next time you or an ally of yours modifier. You regain all uses on a long rest
hits vulnerability to all of that attack's damage, and then the Voodoo Vision
curse ends. Prerequisite: Voodoo Curse feature.
Blood Magic You no longer have to see your target to place a voodoo curse
Starting at 10th level you've learned that you can sacrifice
your own blood to use your voodoo abilities. As an action, you on it if it's within 120 feet of you. Additionally, you can see
can choose to take 10 damage and get 10 Voodoo Points. The normally in Darkness, both magical and non magical, to a
amount of Voodoo Points cannot exceed your maximum. You distance of 60 feet.
can do this once per long rest
Art Credit: Wizards of the Coast
Master of Dark Arts
You've mastered the art of voodoo. Starting at 14th level your
Voodoo Points are equal to your warlock level + your charisma
modifier + your proficiency bonus. Additionally, if you have 0
Voodoo Points when you roll initiative you gain 8.
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