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Voodoo Patron - GM Binder
Voodoo Patron - GM Binder
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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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