The Loa

In the murky depths of the realm of Guinee dwell The Loas, intermediaries between the gods and mortals. The Loa are capricious spirits, rivaling even the Fey in their mischief and trickery; however, they often embue their servants, known as bokors (male) and capaltas (female) with proficiency with their magic in exchange for a life of servitude.

Bokors and capaltas are taught rituals to channel their loa patrons. These rituals can induce trances in which their loa can enter their bodies and use them as mortal tools. Often, these trances allow for the warlock to access wisdom and power beyond their years,

Expanded Spell List

The Loa 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:

The Loa Spell List

Spell Level Spells 1st False Life, Sleep 2nd Blindness/Deafness, Augury 3rd Speak With Dead, Revivify 4th Divination, Death Ward 5th Raise Dead, Dream

Simbi Anpaka

Bokors and capaltas are trained to commune with their loa through the use of trance-inducing herbs and potions. You gain the Medicine skill at first level if you don't already have it, and you are proficient with either the herbalism kit or a poisoner's kit.

Additionally, you can spend 5 gp worth of materials and 10 minutes to perform the spell healing elixir as a ritual. The amount of times you can perform this ritual per day is equivalent to your charisma modifier.

Chwal

Beginning at 6th level, you gain knowledge of a ritual to summon your loa into your body. Once per day, after spending 10 gp on materials (including an offering*) and spending 20 minutes to meditate, your loa takes control of your body. The loa can answer a simple question about the past or present, point in the direction of something or someone you are seeking, or provide you with an omen of the future.

As the loas are often mercurial, they can choose whether or not to answer the question honestly. Sometimes, they will provide their servants with an answer that suits their own goals, or may demand more offerings before giving an answer. If the loa is offended by your offering, you must make a Wisdom check against your own Spell DC; upon failure, take 1d10 damage as the loa uses your body to physically injure yourself. Upon success, you snap out of your trance, but not before the loa causes your body to violently convulse.

Blessing of Samedi

By 10th level, your patron has taught you how to resist the forces of death and decay. You gain resistance to necrotic damage; additionally, you may roll advantage on death saving rolls and stabilizing (Medicine) rolls.

Tetrodotoxin

When the warlock reaches 14th level, you are taught the ritual to produce the potent poison tetrodotoxin. Spend 50 gp on materials and one hour to produce an amount of doses equivalent to your Charisma modifier of the powdered form of the drug.

As an action, you can blow a 30 foot cone of the magical powder; any creature (including undead) caught in the area must automatically make a Wisdom check against your Spell DC. Upon failure, they are charmed for 2d10 turns; if successful, they are simply disoriented and must roll disadvantage on attacks for the next turn. This does not affect any other creature immune to the charmed condition.

You can also chose to use a dose of tetrodotoxin on a single target; this can be done by blowing the dose directly in their face (within 5 feet) or slipping the dose into their food or water. When concentrated on a single person, they must make a Constitution save against your Spell Save DC. Upon a successful save, the creature is merely made unconscious for 1d10 turns; upon a failure, the target is now under the effect of the dominate person for a duration of 1d10 turns, or one hour. The target also gains a deathly palor, so much so that it can be mistaken for an undead creature by the untrained eye.