Witch Doctor, Variant (5e Class)
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|by Samwise, World of Warcraft|
A twig snaps in the darkness. Rushing footsteps, splashing through the mud--a man races through the misty swamp, gripping a bloody dagger, eyes wide with terror.
"It wasn't supposed to happen like that," he cries out. "She wasn't supposed to die!" He trips over a risen root, falling prone into the shallow marsh. He looks forward for a brief moment, surrounded by the blackness of the moonless swamp...the shadows before him shimmer, and suddenly, he finds himself staring into a familiar pair of white eyes, lit with a faint, otherworldly glow.
"No...but you are."
The man muffles a scream, clutching his dagger tightly as he scrambles back to his feet. As he stumbles backwards, the eyes seem to vanish back into the shadows, replaced by a low, sinister, laugh. It echoes through the night as the man races frantically for safety.
"Stay away from me, demon!" A branch snaps and he spins about, dagger poised and ready to strike once more. Another noise from behind him and he wheels again...but he finds only darkness, drowned by shadows of the looming cypress that surround him. Suddenly, a soft flitting sound comes from the thick mist around him, and the man feels a light sting as a tiny dart pierces into the side of his neck. He immediately pulls it out with a growl of frustration, throwing it back out into the darkness. "Damn you! Why are you toying with me? I can pay--I can pay well!" But the laughter continues, and the man staggers back into the fog, feeling an ever-so-faint twinge take hold in his muscles.
Moments later, the gnarled trees and decaying shrubbery begin to disappear as the miasma grows thicker and thicker, enveloping him. He raises his arms to fan a path through, but his limbs begin to tighten and stiffen against his will. A booming voice erupts from the swirling mist:
"You cannot run...and you cannot hide."
Suddenly, the fog pours toward him, and shapes itself into a grotesque face--eyeless sockets chilling him to the bone as the form seems to unhinge its wicked maw. The man screams in terror, using all his strength to stagger backwards away from the horrid visage.
"What are you--what do you want with me?!"
But with each step, the man's muscles lock tighter and tighter--until at last, he can move no more. His eyes, wide with fear, dance frantically side to side as his screams catch in his throat...and a figure steps out of the shadows to his left, the blackness swirling around his towering form: thickly muscled, with dark skin and glowing eyes, face hidden behind a monstrous mask that seems to grin a wicked grin. The figure waves its hand through the air, and seems to slowly pull a jagged, black dagger from the very shadows themselves.
"My name is Mumbo Jumbo, and I am here to claim ya soul."
Creating a Witch Doctor
So you clearly want to be a master of the dark arts, but what kind of voodoo do you wanna do? There are a few important questions you might want to ask yourself while creating your Witch Doctor:
- What kind of play style are you looking for? Due to it's unique combination of physical and magical abilities, the Witch Doctor provides some fascinating and versatile play styles for just about anyone--if you like the idea of using your brute strength and honed melee skills to overcome your foes, make a bargain with the Ancestral Guardians; if you prefer to alter your own form to adapt to your environment, or ally yourself with beast companions, strike your deal with the Primal Spirits; if you prefer instead to truly master your voodoo magic and weave the fabric of the world to your whim, like the infamous Witch Doctor, Mumbo Jumbo...then sell your soul to the Old God.
- Good, or not so good? As a Witch Doctor, you walk a fine line between good and evil, sanity and insanity. Ask yourself (and your DM) what alignment best suits your character. You can use your abilities to inflict tremendous pain, cripple your enemies, or devour a soul from a living body--but you can also mend the most grievous of wounds, revivify friends and strangers alike, and even breathe life back into an unbeating heart.
- Are you prepared to be an outcast? Witch Doctors are a rare sight no matter where your adventure takes you, and tend to stick out like a sore thumb in any group. Often, a Witch Doctor's appearance can range from extremely odd to downright terrifying, and as such, the average person may react a little differently to them than they would to most other adventurers. Are you able to deal with those possibilities and shrug them off as they come, or are you the type to grow and learn to become more a part of the cultures you encounter?
- Why are you a member of your party? As a Witch Doctor, you likely haven't had a tremendous amount of social contact with the outside world. Are you the type who has been alone for too long and desperately loves and needs companionship? Are you the type who understands the limits of your own power, and joins up with an adventuring party to achieve the greater good which you could not accomplish alone? Or are you one who has ulterior motives of your own, using your allies until you are strong enough to make your move?
As a Witch Doctor you gain the following class features.
- Hit Points
Armor: Leather, Shields
Weapons: All simple weapons, Medicine Stick (quarterstaff), blowgun, Shrunken head, Shortbows, Longbows
Tools: Medicine Kit, Poisoner's Kit
Saving Throws: Wisdom, Charisma
Skills: Medicine and choose one skill from Animal Handling, Arcana, Insight, Intimidation, Nature, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- a blowgun, 5 Poison Darts, 5 Rejuvenating Darts
- a component pouch and Voodoo Vestment: Tiki Mask
- (a) a grass skirt or (b) tribal clothing or (c) studded leather
- a Medicine Stick and a dagger
|Features||Cantrips Known||Spells Known||Spell Slots||Slot Level||Black Magic|
|1st||+2||Medicine Man, Head Hunter, Pact Magic||2||2||1||1st||--|
|2nd||+2||Black Magic, Dark Bargain||2||3||2||1st||2|
|3rd||+2||Shrunken Heads, Anesthetic Dart||2||4||2||2nd||2|
|4th||+2||Ability Score Improvement, Possession||2||5||2||2nd||2|
|5th||+3||Black Magic, Paralyzing Dart||3||6||2||3rd||3|
|7th||+3||Black Magic, Catalyst Dart||3||8||2||4th||4|
|8th||+3||Ability Score Improvement, Possession||3||9||2||4th||4|
|9th||+4||Medicine Master, Black Magic, Lethal Dose||3||10||2||5th||5|
|11th||+4||Voodoo Juju Hoodoo||4||11||3||5th||5|
|12th||+4||Ability Score Improvement, Black Magic, Possession||4||11||3||5th||6|
|13th||+5||Voodoo Juju Hoodoo||4||12||3||5th||6|
|15th||+5||Black Magic, Voodoo Juju Hoodoo||4||13||3||5th||7|
|16th||+5||Ability Score Improvement||4||13||4||5th||7|
|17th||+6||Voodoo Juju Hoodoo||4||14||4||5th||7|
|19th||+6||Ability Score Improvement||4||15||4||5th||8|
Gleaned from decades of experience concocting various hoodoo brews and tinctures, the Witch Doctor has developed a natural affinity for healing through natural means. Gain proficiency in medicine if already proficient gain double proficiency. In addition, healing potions, salves, and remedies used by the Witch Doctor restore an extra hit die worth of hit points to the target.
The Witch Doctor is feared and renowned for his proficiency with a blowgun, particularly with the poison darts that make it so unassumingly dangerous. You are able to use blowguns as a Bonus Action (ignore loading requirement, fire as bonus action if equipped in off hand), and start with two dart recipes, gaining new recipes at level 3 (Anesthetic Dart), level 5 (Paralyzing Dart), level 7 (Hallucinogenic Dart), and level 9 (Lethal Dose). The range is up to 25 feet, you may coat other ammunition with your Witch Doctor poison at the cost of 2 doses of poison per one piece of larger ammunition (such as arrows, javelins, crossbow bolts ect.)
- Poison Dart [reagent required] - coated with common but painful insect venom (which you must roll a nature check of 10 or above to find and catch enough to make 10 doses of poison), the Poison Dart causes 1d4 poison damage as a primary effect. The target must also make a Con saving throw at the start of its turn or take 2d4 damage and become poisoned (disadvantage to attack rolls and saving throws). The poison damage stacks to a max of 4d4 and the effect lasts 6 turns or until the target makes a successful saving throw, resetting every time a new dart is launched.
- Rejuvenating Dart [reagent required] - coated with a mild herbal pain reliever (nature DC 10 to find and collect 10 doses), it is shot into a friendly target to heal them 1d4 health immediately.
- Shrunken Heads [action, reagents required] - the Witch Doctor also has a penchant for head hunting, collecting the heads of humanoid victims and shrinking them with the assistance of voodoo and hoodoo magic over the course of a long rest. They are often used as means of dispersing the Witch Doctor's poisons over a small area. When filled with 10 doses of the specified poison and thrown (range of 30 feet) it covers a 20 foot circle, applying the poisons effect to all creatures within the area or that move into the area. The poison lasts for 1 minute or until dispersed with a strong wind.
Your tireless practice of witchcraft and the Old God’s voodoo have given you facility with spells. See chapter 10 for general rules of spell casting (same mechanics as Warlock). See below for Witch Doctor spell list.
You know two cantrips of your choice from the Witch Doctor spell list. You learn additional Witch Doctor cantrips of your choice at higher levels, as shown in the ‘Cantrips Known’ column of the spell table.
The spell table shows how many slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Witch doctor spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
At 1st level, you know two 1st-level spells of your choice from the Witch Doctor spell list. The ‘Spells Known’ column of the table shows when you learn more Witch Doctor spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s ‘Slot Level’ column for your level. Upon gaining a level, you can replace a currently-known spell with a new one, so long as it is of a level for which you have spell slots.
Spell Casting Ability
Charisma is your spell casting ability for your Witch Doctor spells, so you use your Charisma whenever a spell refers to your spell casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell Casting Focus
You can use your Voodoo Vestments as spell casting focus for your Witch Doctor spells.
Knowledgeable in the ways of old magic, you can cast any spell you know that has the ritual tag as a ritual without expanding a spell slot.
At 2nd level, you strike a dark bargain, selling your soul in exchange for for powerful black magic. Your bargain grants you features at 2nd level, and again at 3rd, 6th, 10th, and 14th level.
In your study of occult lore, you have infused your soul with black magic and forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two Black Magic abilities of your choice. Your options are detailed below in the Black Magic List. At 5th level, 7th level, 9th level, 12th level, 15th level, and 18th level, you gain an additional Black Magic ability of your choice, as shown in the ‘Black Magic’ column of the table. Additionally, when you gain a level in this class, you can choose to replace one of the abilities you know with another that you could learn at that level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. In addition you may also instead choose to take a feat if the DM allows feats in the campaign.
At 4th level, your Dark Bargain bestows upon you another gift—the gift of Possession. You are able to absorb the spirit of another long-dead Witch Doctor, gaining the permanent ability to channel that spirit in order to tap into its power. Choose a 1st level spell from the Witch Doctor Spell List as your Possession spell. When you are possessed, you may cast this spell without expending a spell slot. At higher levels, you are able to absorb additional and more powerful spirits, allowing you to gain more Possession spells: at 8th level, choose a 2nd level spell. At 12th, choose a 3rd level spell.
Medicine Man Improvement
At 9th level, the Witch Doctor's expertise in old medicines and ancient hoodoo brews becomes so vast that he is bestowed the title of Master Medicine Man. Any D20 roll that is less than a 10 on a Medicine ability check made by the Witch Doctor may be treated as a 10, and restore an additional hit die worth of hit points with your "Medicine Man" feature. In addition you may learn one level 5 or lower Hoodoo (healing) spell that doesn't go against your number of "Spells known."
Voodoo Juju Hoodoo
At 11th level, your Dark Bargain is pleased with your work. They bestow upon you a fraction of their power to further ensure your continued success. Choose one 6th-level spell from the Witch Doctor spell list as this power. This spell may be cast once before needing a Long Rest. At higher levels, you gain more Witch Doctor Spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Voodoo Juju Hoodoo when you finish a Long Rest. (Voodoo Juju Hoodoo follows the same rules as Mystic Arcanum for the Warlock class)
At 20th level, the Old God bestows upon you the title of “Voodoo Guru”, and creates a permanent and direct link between itself and the Witch Doctor. Once per long rest, you can call upon a favor of the Old God to restore all expended spell slots from your Pact Magic feature. (Voodoo Guru follows the same rules as Eldritch Master from the Warlock class.)
The Witch Doctor has chosen to sell his soul for power, but to whom is the question you must face. Choose from three powerful entities: the Primal Spirits, the Ancestral Guardians, or the Old God.
The Witch Doctor has struck his bargain with the spirits of nature, attuning himself to the world around him and gaining the ability to alter himself to reflect his primal connection. Rather than transforming entirely, as a Druid does, the Witch Doctor chooses to reshape his features individually to suit his needs—combined with his natural magics and deeply-ingrained connection with the natural world, he is an extremely versatile figure, able to adapt his own physicality to most any situation he might face.
At 2nd level, the Witch Doctor learns commune with the spirits of nature, able to speak with and understand them as if they could speak, themselves. You gain Advantage on all Nature and Animal Handling checks, and learn the Speak with Animals, Find Familiar and Animal Friendship spells and can cast them at will, without a spell slot or material cost once per long rest. These spells are permanently ingrained in your mind and do not go against your number of "Spells Known." In addition, you also learn the Druidic language.
At 2nd level, the Witch Doctor's familiar is embedded with the powers of the Primal Spirits. You may choose either a panther, wolf, tiger, giant poisonous snake, or giant bat as your familiar (or other beasts of similar CR at the DMS discretion.) In addition your familiar may make one attack roll on your turn and gains extra hit point maximum equal to your Witch Doctor level.
At 3rd level, the Witch Doctor's connection to the spirits of nature grants him the ability to alter parts of himself at will. You can choose between several different transformation options, but only 3 effects can be present at a time. Transforming requires a bonus action, and you can transform a number of times equal to your Witch Doctor level per short or long rest.
- Wolf Head: You can use Bite Attack for 2d6 piercing damage as an action. With Cheetah Legs active the target must also make an Athletics save or be pulled prone. You also gain advantage on Perception checks involving hearing or scent.
- Buffalo Horns: You grow 2 large horns on your head. You may make a Gore melee attack for 1d10 + Str. The target must make a Str saving throw and is knocked prone on a failed save. Adds a charge bonus of 1d6 per 15 feet moved if Cheetah Legs are active.
- Cheetah Legs: Your legs grow into the legs of a cheetah giving you unparalleled speeds. Increase your walking speed by 10 feet and gain proficiency on Dex saves with this transformation active. With Jaguar claws and Cheetah legs active you have a climb speed of 20 feet.
- Frog Tongue: You can elongate your tongue to grab or manipulate objects or disarm opponents (with a failed STR saving throw)as a bonus action up to 20 feet away, or simply just to gross people out. You may use your your tongue the same turn you transform it.
- Jaguar Claws: You are able to make two Claw Attacks for 1d6 + dex slashing damage each, but cannot use objects that require hands or cast spells with somatic components. On a successful hit, the target must succeed at a Constitution Saving Throw or suffer 1d4 bleed damage at the start of their next turn. Bleed damage stacks.
- Crocodile Hide: You harden your skin into thick, leathery pleats, giving you +1 to AC and resistance to your choice of Piercing, Slashing, or Bludgeoning damage for the duration.
- Scorpion Tail: You grow a poisonous tail of a scorpion. You may make a bonus action attack roll to a target (range: 5 feet, Dex based attack) on a hit the target takes 1 piercing damage plus 1d6 poison and target must make a con save on its following turn. A failed save triggers 2 stacks of the Witch Doctors highest level Headhunter poison of his choice.
- Serpent Body: Alter your lower half to resemble an anaconda. Your movement speed is reduced by 10 for the duration, but you may make a grapple check as a bonus action to a target within 5 feet and allows the free use of your hands and arms. With Crocodile Hide and Serpent body active you have a Swim speed of 30 feet.
- Bat Wings: Sprout two large wings from your back, granting you immunity to falling damage and allowing you to fly at a speed of 25 feet per turn. You cannot be grappling an opponent while flying. With Wolf head and Bat Wings active your Wolf bite can now suck blood and heal yourself for 1d6 hit points on a hit.
At 6th level, your transformation weapons are considered “Magical” for combat purposes of overcoming resistances and immunity to nonmagical damage, and you can attack twice whenever you choose the “Attack” Action. You also are under the constant effects of the "Speak with Animals" spell and can communicate to animals at will.
At 10th level, the Witch Doctor has become so proficient at his transformations that he is able to maintain 4 features at a time. Additionally, you learn the Hocus-Pocus (Polymorph) spell and the Shamanism (Dominate Beast) spell and may cast either one once per long rest without using a spell slot. This does not go against your number of "Spells Known."
At 14th level, you have become a true master of the wilds, effortlessly interacting with the natural world and altering your own physicality. You learn the Skinwalker (Shapechange) spell and can cast it once per long rest, and have gained enhancements to your partial transformations:
- Wolf Head: Your bite now deals 3D6 damage and can be used as a free action against any target pulled into range with Frog Tongue, hit with Jaguar Claws, or Grappled by Serpent Body.
- Frog Tongue: Your tongue's reach is now 30 feet, and can be used to Disarm a target or pull a medium or smaller target 10 feet towards you should they fail a Strength check.
- Jaguar Claws: You are now dexterous enough with your claws to grasp objects and cast spells with somatic components.
- Crocodile Hide: Your hide is even tougher now, and grants you +2 AC and resistance to all bludgeoning, piercing, and slashing damage you take.
- Serpent Body: You gain advantage on grapples made wit your serpent body. While successfully grappling an opponent with your tail, you can Constrict the target for 2d8 bludgeoning damage as a Free Action once per round.
- Bat Wings: Your wings are now able to properly carry your weight, allowing you to Fly with at a speed of 60 feet per round. If you hit with your Wolf bite you now suck 2d6 hit points worth of blood.
The Witch Doctor has made his bargain with the spirits of his ancestors—ancient and powerful tribal warriors that used their sheer strength and deadly skill to cut down their enemies. Wielding spears imbued with magic from the spirit realm, the Ancestral Guardians are mighty foes to face on any battlefield.
At 2nd level, the Witch Doctor is given the armor of his ancestors. Your ancestral armor can take 1 of 3 forms, either light medium or heavy. You have proficiency with your ancestral armor while you wear it. Light Armor gives you an AC of 10 plus your DEX modifier plus proficiency bonus, medium gives you an AC of 13 plus proficiency plus your DEX modifier up to a maximum of 2, and heavy gives you an AC of 16 plus your proficiency bonus. You must have a STR of at least 16 to wear heavy ancestral armor or suffer -10 movement. In addition, your ancestral armor gives you advantage on saving throws to resist being possessed by spirits and incorporeal beings cannot pass through you while you wear your ancestral armor.
At 3rd level, the Witch Doctor imbues his Medicine Stick with the power of his ancestors, transforming it into an ornate and magical spear that is partly of the physical plane, and partly of the spirit realm. Your You are proficient with your ancestral spear. It is a Magic Weapon for attack and damage resistance purposes, and considered both Throwable and Versatile, dealing 1d8 damage when thrown or wielded with one hand, and 1d10 when wielded with both. If thrown, the Witch Doctor can use a free action to recall the spear to his hand. Ancestral spear can also be used as a spell focus for your Witch Doctor spells.
At 6th level, the Witch Doctor has become even more adept with his Ancestral Spear, allowing him to attack twice instead of once whenever he chooses the Attack action on one of his turns with the Ancestral Spear. You also learn the Spiritual Weapon spell, this does not go against your number of "Spells Known."
At 10th level, the Witch Doctor's physicality is imbued with the power of the Ancestral Guardians themselves. You gain advantage on Strength Checks and Saving Throws, and your Ancestral Spear deals extra damage equal to your Charisma modifier. You also learn the "Spiritual Guardians" spell and may cast it once per long rest without using a spell slot. You cast it equal to the highest spell slot you can currently cast, this does not go against your number of "Spells Known."
At 14th level, your connection to your tribal ancestors is so strong that you can call them into the mortal plane for short periods of time. Once per long rest, the Witch Doctor can summon up to 4 Ancestral Guardians into the mortal plane, determined by a 1d4 roll, for a period of 10 minutes. Each Guardian has the same ability scores as the Witch Doctor, and respect the caster's commands, but cannot cast spells. In combat, they roll their own initiative, and will defend the Witch Doctor by default unless commanded otherwise. Ancestral Guardians can also serve as guides, able to help steer unmade decisions in the right direction.
The Old God
The Witch Doctor has made a pact with an entity known as 'the Old God'. The mysterious and ancient voodoo god of a forgotten age, its nature is utterly foreign to the fabric of reality, thought perhaps to be the eldest of the elder gods of legend. Its motives are incomprehensible, with terrifying secrets and an immense knowledge that mortals could never dare to fathom. And yet you…something about you has caught its unblinking eye, and your destiny has been forever altered. The Old God has soaked into your being, carved itself into your bones, until at last, you can feel its presence in your very soul. In exchange for your devotion, it allows you to draw from it vast knowledge, dark secrets, and incredible power.
At 2nd level, the Witch Doctor learns to manipulate the ebb and flow of luck itself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
At 3rd level, the Old God bestows a gift upon you for your loyal service. You are given a shrunken head Mojo (whose name is incidentally ‘Mojo’), emanating powerful black magic and occasionally coming to life to engage in conversation. Mojo himself is quite a chatterbox with an alcohol problem, and his hard head can be used as a 1d4 bludgeon when held in the off-hand. The Witch Doctor’s Mojo acts as a Tome (Warlock’s Pact of Tome), allowing the bearer to choose three cantrips from any class’ spell list. While the Mojo is on your person, you can cast those cantrips at will without the need for any material or verbal components (other than Mojo obnoxiously yapping in your ear.) They do not count against your number of cantrips known.
If you lose your Mojo, you can perform a 1-hour voodoo ceremony to get it back—the ritual can be performed during a short or long rest, and you must possess at least one shrunken head reagent. The Old God will imbue another shrunken head with a worthy spirit to replace the last. The previous Mojo turns to ash when replaced or when the Witch Doctor dies.
At 6th level, the Witch Doctor's soul itself is infused with the darkness emanating from the Old God, granting him access to mysterious magics and primordial power the likes of which no one has ever known. Increase the number of your Spells Known, Spell Slots and Black Magics by 1. In addition, gain telepathy out to a range of 30 feet and learn the Deep Speech language.
Starting at 10th level, other beings can no longer enter the terrifying landscape of the Witch Doctor’s mind without your guidance—your mind can no longer be bent to the will of others and your thoughts can no longer be read by thought detection magic or other means unless you allow it. Any creature that attempts to telepathically enter your mind, read your thoughts or use mind control magic on you without your permission must immediately make a Wisdom saving throw against your spell save DC. The magic automatically fails and the caster takes a number of D12 equal to your proficiency bonus in psychotic damage and is stunned for one round on a failed save and taking half damage and not being stunned if successful. You also gain immunity to madness effects, resistance to psychotic damage, and deal an amount of psychotic damage back to any target that deals psychotic damage to you (after applying your resistance.)
At 14th level, you gain the ability to literally drink the souls of your fallen enemies. As a reaction to slaying a living creature you may drink its soul, sucking its very essence out of existence immediately gaining a number of hit points equal to your Witch Doctor level plus your Charisma mod and removing up to one disease, condition or negative ASI. Upon consuming a soul the Witch Doctors soul addiction spikes into full action. For the next 3 rounds you gain +10 movement speed, can make one additional attack on a turn in which you make an attack roll with a weapon or use your reaction to make an opportunity attack and can shoot one extra Voodoo Bolt when using your action to cast Voodoo Bolt. The countdown resets any time you drink another soul. Any time you drink a soul you benefit from having eaten a full meal, and any creature who's soul you have consumed cannot be resurrected by any means outside of a Wish/True resurrection spell as it is forever lost inside the Witch Doctor's psyche. You may also absorb a soul into your medicine stick, storing it for later consumption (it takes a bonus action to consume a stored soul.) Only 1 soul can be stored at a time.
Black Magic List
Similar to the Eldritch Invocations of a Warlock, but more focused on a voodoo flavor. At particular levels, the Witch Doctor gains access to more of these abilities so long as he meets the prerequisites. Abilities are drawn from a combination of Invocations and class abilities from prior editions.
[Bargain with the Ancestral Spirits passive effect] - The Ancestral Spirits have embedded more ancient powers into the Witch Doctor's Ancestral Spear. It now counts as a +1 magic weapon and can be used as a spell focus. At level 9 it becomes a +2 magic weapon. At 18th level the Witch Doctors ancestors impart the last of their power into the Witch Doctors Ancestral Spear. It becomes a +3 magic weapon that is also considered a sentient weapon with the spirits of the Ancestors guiding it. Any weapon attack made against an invisible target or a target not on the material plane does not have disadvantage even if the Witch Doctor cannot see it. (Ancestral Might is built upon "Ultimate pact weapon" from the Warlock invocations.)
[Bargain with the Ancestral Spirits passive effect level 5] - Your ancestral spirits have guided you through your journey, and using their knowledge you have learned to better guide your companions through theirs. You learn the "Guidance" cantrip if you do not already know it. Once per long rest you can call upon the guidance of your ancestors. While under ancestral guidance you may add 1D4 to an attack roll, saving throw or ability check once per round. Ancestral guidance lasts for 1 minute. At level 8 your ancestral guidance extends to any ally within 15 feet of the Witch Doctor. At level 18 it extends to 30 feet.
[Bargain with the Ancestral Spirits passive effect level 2] - The ancestral spirits have blessed you with a magic juju shield to protect you from harm. You may cast the Shield spell a number of times equal to your proficiency bonus per long rest without using a spell slot. This does not go against your number of Spells Known.
[Bargain with the Ancestral Spirits passive effect level 5] - The Witch Doctor can use his powers to channel the wrath of his ancestors into his attacks. Once per turn when you hit a target with your Ancestral weapon you can spend 1 Witch Doctor spell slot to deal an additional 1D8 psychotic damage plus 1D8 psychotic damage per level of the spell slot to the target.
Big Bad Voodoo Hoodoo
[15th level or higher, action] - once per long rest, the Witch Doctor can perform a ritualistic dance and chant on his turn, supplemented by smoke and powders and various concoctions. He is unable to take any additional movement, action, or bonus action on that turn. On his next turn, he attempts to place a Voodoo Curse on all hostile targets within 30 feet. If the Witch Doctor loses concentration, the turn is wasted and he must begin the ritual again.
Big Black Voodoo Curse
[Level 5, must have a spell or ability that curses such as Bestow Curse/Hex etc, passive]-The Witch Doctor may now create a psychotic disturbance around the area of one of his cursed targets. As a bonus action, you may deal your CHA modifier in psychic damage to a target under the effects of one of your curses and every target within 5 feet of it. Follows the same rules as "Maddening Curse from Warlock Invocations.
[Passive effect level 5] - You have been blessed by the great Crocodile Spirit. You gain a swimming speed equal to your walking speed and can hold your breath for up to 10 minutes without needing to breathe.
[Passive effect] - You have learned the ways of the deadly serpent from the Great Black Mamba spirit. You become resistant to poison damage and you can add 1 to the attack rolls of your poison/blowgun attacks and to the saving throws to resist your Witch Doctor poisons.. At level 7, attacking at maximum range with your blowgun does not impose disadvantage and attacking while hiding with a blowgun does not reveal your position. At level 9 the Witch Doctor is blessed with serpent sight, giving you blind-sight out to a range of 5 times your proficiency bonus. At level 12 gain advantage on saving throws to resist poison and give disadvantage on any saving throw to resist your blowgun poisons.
[Bargain with Ancestral Guardians, level 3 passive] – the ancient spirits have taught you the lost ways of envenoming your Ancestral Spear. Showing you how to carve veins through which your Headhunter Poisons can flow, you effectively allow the spear to inject your deadly poisons into your opponents. A target takes the weapon damage plus poison damage depending on what kind of poison is currently stored in the spear on a hit. Up to 10 doses of poison can be held in the weapon's reservoir, and can be applied upon every successful attack. Envenom poisons stack with Dart poisons, but refilling the reservoir requires an Action. At level 10 the reservoir can hold up to 20 doses and a weapon attack triggers 2 doses at once (the target takes 2d worth of initial poison damage and if misses the saving throw will trigger 3 stacks.)
Flesh to Bone
[lvl 5 free action] – drawing on the power of the Old God, the Witch Doctor's bones begin to thicken and grow beneath his skin. Cracking and grinding, they suddenly appear to rip through his very flesh, encasing him in a monstrous armor of protruding bone. Your AC is increased by your charisma modifier for the duration, but your movement speed is halved. Flesh to Bone can be cast or dismissed at will.
Hoodoo Protection Beaded Necklace
[lvl 9 bargain with the Old God passive] – The Old God grants you a magic Hoodoo necklace with a number of Hoodoo beads equal to your CHA modifier. With your permission, a creature can use its action to infuse a tiny part of its spiritual essence into a Hoodoo bead. When any creature whose essence has been infused into a Hoodoo Bead is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically remove the essence from a Hoodoo Bead of your choice. (Hoodoo Protection Beaded Necklace functions the same as "Gift of the Protectors" from the Warlocks Elritch invocations.)
[level 2 action] - once per short or long rest, the Witch Doctor can use his own life-force to bargain with the darkest spirits from beyond the Veil. Spending 1 Hit Die, he conjures a wicked black dagger from the spirit realm and viciously rends a foe within striking distance. Make a Spell attack (1d20 + proficiency bonus + spell attack modifier) against a target within 5 feet inflicting 3d10 necrotic damage on hit. Damage increases by 1d10 for each level of your current max spell level. After the hit, you can continue to spend additional Hit Die to twist the blade, adding each roll individually onto the total damage. If Hunga Munga kills the target, your Hit Die are refunded.
[level 5 passive effect] - You have been blessed by the Great Jaguar Spirit to pounce and strike with lethal power when the moment is right. You may make one opportunity attack per round as a reaction to an enemy missing you with a melee attack as long as you are wielding a weapon you are proficient in.
[Level 5 Passive effect] - You have been blessed by the Great Locust Spirit. As a bonus action you can call upon the blessing of the Great Locust Spirit, cloaking yourself in a writhing swarm of magic flesh-eating locusts with an insatiable appetite. The locusts extend 5 feet from you in every direction but do not go through total cover. With this blessing active you have advantage on Intimidation checks but disadvantage on all other Charisma checks. Any creature other than the Witch Doctor that starts/ends its turn or enters the locusts takes Piercing damage equal to your CHA modifier. The blessing lasts until you are incapacitated or dismiss it as a bonus action. Once you use this black magic, you must finish a short or long rest before using it again.
Pins and Needles
Like many famous and powerful Witch Doctors, you have now learned the ancient art of the Voodoo Doll. You may now bind the souls of your enemies into straw voodoo dolls in order to torture or kill them with black magic. You must have a piece of the targets clothing, hair, flesh, blood or other piece of belonging deemed worthy. This can be obtained by making a dexterity (slight of hand) check against an opponents AC or by simply finding it. You must spend an action inciting the magic phrasings and binding the target to the voodoo doll, and can only bind one target per short rest. Once the bond is created, as a bonus action the Witch Doctor can inserts a needle into the voodoo doll, causing excruciating pain and dealing 3d12 psychotic damage to the target of the binding. Additional effects depend on the placement of the needle and end if the target is no longer subject to the Voodoo Curse:
Eyes: Target must succeed at a Wisdom saving throw or become blinded for the next 3 rounds. Back: Target must succeed at a Wisdom saving throw or become paralyzed for the next round. Arms: Target must succeed at a Wisdom saving throw or have -2 on all attack rolls. With a needle in both arms the target has -4 on all attack rolls. Legs: Target must succeed at a Wisdom saving throw or reduce their movement speed by half—with two needles active in the legs at the same time, the target becomes immobilized.
[Bargain with Primal Spirits level 5 passive effect] - Your partial transformations now give you the fortitude of the beasts that you draw your strength from. Each time you activate a partial transformation, increase your hit point maximum by 5 hit points. You can only increase your hit points this way a number of times equal to the maximum number of partial transformations you can have active at once. At level 10, increase your hit point maximum by 10 per transformation. With at least 3 transformations active you become one size larger. At level 18, increase your hit points by 10 plus your Con modifier per each transformation active.
[Bargain with Primal Spirits level 7 passive effect] – The Primal spirits bestow upon you the instincts of a beast. You gain advantage to initiative rolls and may activate one partial transformation as initiative is rolled. As long as you have at least 1 partial transformation active you take no AC penalty upon being surprised and may make an attack roll against a target on a round you were surprised with a transformation feature.
Real Bad Juju
[7th level bargain with the Old God passive] - Your Bad Juju is even badder now, bringing terrible misfortune upon those who would dare to cross your path. After making the attack roll that triggered the Witch Doctors Bad Juju, the target must immediately make a wisdom saving throw against your spell save DC. On a failed save the target is either placed under the effects of a "Bestow Curse" spell, or polymorphed into a chicken for the rest of this round plus the following round. If you have less than 50 percent of your hit points the target has disadvantage on this saving throw. This effect ends early if a "Remove Curse" is cast upon the target or if the target takes damage following the same rules of "polymorph" if you chose the 2nd option.
[Bargain with Primal Spirits level 2 passive effect] – You are given the eyes of the beasts from the Primal Spirits and can see in the dark and easily discern hiding prey and stalking predators in dense foliage. You gain dark vision out to a range of 120 feet. In addition, you gain advantage on all perception skill checks relying on sight to spot an unseen attacker waiting in ambush and do not have disadvantage on perception checks to spot camouflaged foes.
Shifter of Skins
[level 9 passive effect, must be able to cast "Hocus-Pocus" (Polymorph)] – Your patron has bestowed your Hocus Pocus (Polymorph) spell with ancient primeval magics. You may now retain your characters mental statistics, and skill/saving throw proficiency in the same way the Wild Shape feature of the Druid works when you cast the Polymorph spell. While Polymorphed, you cannot be stopped from transforming or taken out of your animal form through any magical means (such as counterspell, dispel magic, or other anti-magic effects) and cannot loose concentration from magical sources or damage. These benefits only apply when you cast Polymorph on yourself.
[Bargain with Primal Spirits, level 2 passive effect] - The Witch Doctor is able to choose his Spirit Animal to be his permanent companion. The creature must be a naturally-occurring beast, and have a Challenge Rating equal to or lower than 1/2 of your Witch Doctor level, rounded up. As a Bonus Action, you can also command your Spirit Animal to merge with you for up to 10 minutes, allowing you to replace any of your Ability Scores with those of your companion, and giving you both the abilities and appearance aspects of your Spirit Animal. Due to the taxing nature of merging spirits, you are only able to perform this merger once per long rest.
[Bargain with Old God, level 5 passive effect] - Two heads are better than one, they say! You may now implant a fraction of your own consciousness into Mojo. Gain the "two heads" attribute, and your Mojo can now memorize ritual spells. Aside from being both a drunk and a chatterbox, it turns out Mojo also has a surprisingly keen memory—particularly for magic. You can now put your Mojo to work memorizing any manner of magical rituals you happen to come across in your adventures, so long as they are no greater in level than the highest level spell you can currently cast. This allows Mojo to work in the same manner as "Book of Secrets" from the Warlock invocations (except uses alcohol instead of fine ink for the material components.) It takes two hours per spell level of rigorous repetition to permanently pound a new ritual into Mojo’s tiny head, as well as 50gp for the necessary alcohol required to bribe him into cooperating. Upon taking this Black Magic, choose a number of rituals from any spell list equal to your proficiency bonus that are no higher level than the highest level spell you can currently cast to start with. Mojo may also automatically learn 1 ritual of the appropriate level each time you level up at the DMs discretion.
That Voodoo That You Do
[passive effect] – Nobody do that voodoo like you do. When casting Voodoo Bolt, add your Charisma modifier to the damage roll of any successful hit. This includes each time you hit with extra voodoo bolts at level 5, 10 ect. (That Voodoo That You Do follows the same rules as "Agonizing Blast" in the Warlock Eldritch Invocations.)
[Bargain with Old God, level 12 passive effect] – The Old God has given the Witch Doctor the gift of his third eye to see into the spirit world. The Witch Doctor may fear no more from evil spirits, unseen malevolent forces and deceitful illusions. Once per long rest as a bonus action, the Witch Doctor may close is material eyes and focus on the spirit world around him to open his third eye. With his third eye open the Witch Doctor gains True Sight up to 120 feet for 10 minutes. The Witch Doctor may open his third eye an additional time but must make a constitution DC of 15 after the duration or suffers a point of exhaustion.
Tomb of Mambo Tiki-Tia
[Level 5 passive] - As a reaction to taking damage, you can entomb yourself in a giant wooden Tiki head statue which disappears at the end of your next turn. You gain 10 temporary hit points per Witch Doctor level which take as much of the triggering damage as possible. Immediately after the initial damage, you gain vulnerability to fire damage, have zero movement speed and cannot take any actions, bonus actions or reactions. These effects end as soon as the statue disappears or has taken maximum damage. Once you use this black magic, you must finish a short or long rest before using it again. (Tomb of Mambo Tiki-Tia functions the same as "Tomb of Levistus" from the Warlock invocations.)
[15th level or higher, action] - as an Action once per short or long rest, the Witch Doctor’s arms raise, his eyes roll back, and he falls into an otherworldly trance. While entranced, becomes a conduit of voodoo magic, a vessel of pulsating dark energy. Until his next turn, he gains advantage to all saving throws, but is unable to make any additional movement, action, or bonus action. On the following turn, the Witch Doctor comes out of his trance empowered by ancient spirits—he has advantage on Attack rolls, and his next successful damaging or healing ability deals double damage or healing. The effect fades at the end of the turn of your next successful ability. If the Witch Doctor’s concentration is broken during the trance, then the turn is wasted and he must fall back into the trance again.
[Bargain with Ancestral Guardians lvl 2 passive] - The Ancestral guardians have taught you how to shape your voodoo bolt into a spear and throw it with tremendous accuracy. Increase Voodoo Bolt's range to 300 feet. (Follows the same rules as Eldritch Spear from the Warlock evocations.)
[action] [Must create the doll during downtime 5g per doll outside homeland, 1 round for initial ritual to bind the doll to target, must maintain connection via concentration check] After the doll is created, they can perform a ritual action to bind the doll to a target. If the doll is made with a personal ingredient from the target (hair, blood, cloth, fingernail etc.) a disadvantage is imposed on the wisdom saving throws. One must remain concentrated to maintain the connection.
Voodoo Curse : A hostile target must make a Wisdom saving throw. If target fails, they succumb to the Voodoo Curse: they have disadvantage on attack rolls and saving throws, and suffer internal damage from attacks made against the doll regardless of their proximity. The target can continue making Wisdom saving throws (with disadvantage) at the start of every turn in order to break the curse.
Voodoo Boon : Target ally may willingly accept a connection to the doll, offering them either advantage on an attack roll, dexterity ability check, or any saving throw per turn.
Consume Doll: The Witch Doctor consumes the current Voodoo Doll, healing himself for one tenth of the target's Hit Point maximum (rounded up), deals 2ds of the target's hit die damage to the target, and replenishing 1 expended spell slot. Doll is destroyed upon consumption.
Witch Doctor Spell List
- Acid Splash: Orb deals 1d4 acid damage.
- Chill Touch
- Dancing Lights
- Green Flame Blade
- Minor Illusion
- Poison Spray
- Voodoo Bolt* (Eldritch Blast)
- Wicked Wanga* (Shillelagh)
- Toll of the Dead
- Dissonant Whispers
- Find Familiar (ritual)
- Fingers of the Old God* (Arms of Hadar)
- Hail of Thorns
- Healin’ Hoodoo* (Cure Wounds)
- Primal Hex* (Hex)
- Spew Poison* (Ray of Sickness)
- Tasha’s Hideous Laughter
- Voodoo Servant* (ritual)
- Witch Bolt
- Acid of Akanawana’hakalugi* (Melf’s Acid Arrow)
- Detect Thoughts
- Fire Eater* (Scorching Ray)
- Harrowing Haka of Happy Healing* (Prayer of Healing, ritual)
- Hoodoo Restoration* (Lesser Restoration)
- Ouija* (Augury, ritual)
- Poof!* (Invisibility)
- Spider Climb
- Shadow Blade
- Spiritual Weapon
- Booby Trap* (Glyph of Warding, ritual)
- Creepy Crawlies* (Conjure Animals)
- Elemental Weapon
- Hunger of Hadar
- Jinx* (Counterspell)
- Juju Scrying* (Clairvoyance, ritual)
- Lesser Hoodoo Resurrection (Revivify)
- Medium* (Speak with Dead, ritual)
- Mesmerize* (Hypnotic Pattern)
- Magic Circle
- Mumbo Jumbo's Magic Hoodoo Hut (Leomonds Tiny Hut, ritual)
- Ooga Booga* (Fear)
- Plant Growth* (ritual)
- Primal Curse* (Bestow Curse)
- Remove Curse
- Stinking Cloud
- Spirit Guardians
- Vampiric Touch
- Blood of the Old God* (Vitriolic Sphere)
- Cleanse Spirits* (Dispel Magic / Remove Curse / Protection from Poison, ritual, tweak)
- Giant Insect
- Hands of the Old God* (Evard’s Black Tentacles)
- Hocus Pocus* (Polymorph)
- Shamanism* (Dominate Beast)
- Cloudkill (Voodoo Gas)
- Contact Other Plane
- Commune with Nature (Ritual)
- Hypnotize* (Dominate Person)
- Locus Plague (Insect Plague)
- Shenanigans* (Animate Objects)
- Spooky Action* (Telekinesis)
- Supa Dupa Healin’ Hoodoo* (Mass Cure Wounds)
- Supa Dupa Hoodoo Restoration* (Greater Restoration)
- Bewitch (Geas *tweak)
- Voodoo Far Step (Far Step)
- Wrath of Nature
- Circle of Death
- Create Undead
- Magic Jar
- Mass Suggestion
- Mental Prison
- Mumbo Jumbo’s Magic Gumbo* (Heroes' Feast Ritual)
- Mumbo Mambo* (Otto’s Irresistible Dance)
- True Sight
- Finger of Death
- Symbol (ritual)
- Hoodoo Resurrection* (ritual)
- Abi Dalzim’s Horrid Wilting
- Dominate Monster
- Maddening Darkness
- Rain Dance* (Control Weather, ritual)
- Black Needle* (Power Word: Kill, tweak)
- Skinwalker* (Shapechange)
- Hoodoo Juju Ayahuasca Spirit Journey* (Astral Projection Ritual)
- Stirring of an Old God* (Storm of Vengeance)
- Supa Dupa Hoodoo Resurrection (True Resurrection Ritual)
- Hocus Pocus Majocus* (True Polymorph)
Spell Flavor Renames, Shortlist
[Short list for easy spell reference and translation.The full flavor text and tweak explanation can be found under the renamed versions of the spells in the Glossary of Witch Doctor Terms.]
- Arms of Hadar > Fingers of the Old God
- Augury > Ouija (ritual)
- Bestow Curse + Hex > Primal Hex (tweak: bonus damage component only, but non-concentration )
- Clairvoyance > Juju Bean (tweak: see & hear, but vulnerable and limited range and ritual)
- Conjure Animals > Creepy Crawlies
- Control Weather > Rain Dance (ritual)
- Counterspell > Jinx
- Cure Wounds > Healin’ Hoodoo
- Dispel Magic/Curse/Poison > Cleanse Spirits (ritual, tweak: combined in ritual)
- Dominate Animal > Shamanism
- Dominate Person > Hypnotize
- Eldritch Blast > Voodoo Bolt
- Evard’s Black Tentacles > Hands of the Old God
- Fear > Ooga Booga
- Heroes’ Feast > Mumbo Jumbo’s Magic Gumbo
- Hypnotic Pattern > Mesmerize
- Mass Cure Wounds > Supa Dupa Healin’ Hoodoo
- Melf’s Acid Arrow > Acid of Akanawana’hakalugi
- Otto’s Irresistible Dance > Mumbo Mambo
- Polymorph > Hocus Pocus
- Power Word: Kill > Black Needle (tweak: more utility, damages caster on save)
- Prayer of Healing > Harrowing Haka of Happy Healing
- Ray of Sickness > Spew Poison
- Resurrection > Resurrection (ritual)
- Scorching Ray > Fire Eater
- Shapechange > Skinwalker
- Shillelagh > Wicked Wanga
- Speak with Dead > Medium (ritual)
- Storm of Vengeance > Stirring of an Old God
- Telekinesis > Spooky Action
- True Polymorph > Hocus Pocus Majocus
- Vitriolic Sphere > Blood of the Old God
Witch Doctor Glossary of Terms
Acid of Akanawana’hakalugi [2nd level spell, action] - The Witch Doctor calls upon the spirit of another ancient and legendary Witch Doctor, channeling the voodoo magic into his own mouth. Turning toward his target, he huffs, and he puffs, and he hocks up a glob of bubbling green acid, launching it with deadly accuracy right into the face of his unsuspecting victim. He usually laughs afterwards. The attack deals 4d4 acid damage upon hitting, and an additional 2d4 at the end of its next turn. Both initial and secondary damage components increase by 1d4 per slot level above 2nd.
Anesthetic Dart [3rd level feature, bonus action to make and bonus action to fire, reagent required] – the Witch Doctor uses his bonus action to modify and coat his next dart with a local anesthetic made from an uncommon mushroom (must make a nature check of 12 to find and collect enough for 3 doses). Shortening and sharpening the needle, the next Dart used does no damage, and falls to the ground immediately after hitting its mark--but it delivers its contents without the target's knowledge. To anyone not aware of the Witch Doctor's attack, it feels like a small bug bite at worst. The target must then make a Con saving throw, and on a failed save immediately passes out as if under the effects of the Sleep spell.
Big Bad Voodoo Hoodoo [15th level or higher, action] - once per long rest, the Witch Doctor can perform a ritualistic dance and chant on his turn, supplemented by smoke and powders and various concoctions. He is unable to take any additional movement, action, or bonus action on that turn. On his next turn, he attempts to place a Voodoo Curse on all hostile targets within 30 feet. If the Witch Doctor loses concentration, the turn is wasted and he must begin the ritual again.
Black Needle [9th level spell, action] - The Witch Doctor crafts a needle of pure darkness that can be used to instantly kill a creature under the effects of the Witch Doctor’s Voodoo Curse. The target must make a Wisdom saving throw against the Witch Doctor—if it fails, it dies an excruciating and agonizing death as its soul is drawn into the needle. If it succeeds, the needle steals life from the Witch Doctor instead, reducing him to three quarters of his current hit points, rounded up. Cannot instantly kill elite enemies or bosses, and instead deals 100% of the Witch Doctor’s maximum hit points in damage if they fail their saving throw.
Blood of the Old Good [4th level spell, action] - The Witch Doctor targets any area in sight within a 150 foot range, and plunges an unseen voodoo blade deep into its surface—he pulls back his arm, carving out a deep fissure in the earth. The fissure erupts with boiling emerald acid, splashing everything in a 20-foot radius. All creatures in the area must make a Dexterity saving throw—a failed throw results in an initial 10d4 acid damage, and 5d4 acid damage at the end of its next turn. A successful throw results in an initial 5d4 acid damage with no damage on its next turn. Initial damage increases by 2d4 for each slot level above 4th.
Catalyst Dart [7th level feature, bonus action to make and bonus action to fire, reagent required] – the Witch Doctor dips a dart into a powder of uncommon herbs, spices (Nature check of 14 DC to collect all), and minerals said to react instantly with the various Headhunter poisons and herbal medicines. His next Dart instantly triggers the maximum stack and effect of any Dart poison or medicine present on the target at the end of the Witch Doctor's turn, but dispels them of the affected poisons or medicines immediately after.
Cleanse Spirits [4th level spell, ritual] - the Witch Doctor performs a voodoo hoodoo ritual to cleanse the targets of harmful magic, curses, diseases, and poisons. However, it does not offer resistance or immunity, and must be cast as a ritual.
Creepy Crawlies [3rd level spell, action] - the Witch Doctor summons forth familiar creatures from the swamps he left behind. You may choose 1 creature of CR 2 or lower (swarm of poisonous snakes, giant constrictor snake, allosaurus), 2 creatures of CR 1 or lower (giant spider, giant toad, fire snake), 4 creatures of CR 1/2 or lower (giant wasp, swarm of insects, crocodile), or 8 creatures of CR 1/4 or lower (constrictor snake, giant bat, giant centipede, giant frog, giant lizard, giant poisonous snake, giant wolf spider, swarm of bats, swarm of rats, swarm of ravens, violet fungus). The summoned creatures are friendly to you and your companions, and roll their own Initiatives as a group. They obey any verbal commands you give them. At higher level slots, more creatures appear: twice as many at 5th level, and three times as many at 7th level.
Envenom [Bargain with Ancestral Guardians, passive] – the ancient spirits have taught you the lost ways of envenoming your Ancestral Spear. Showing you how to carve veins through which your Headhunter Poisons can flow, you effectively allow the spear to inject your deadly poisons into your opponents. Up to 10 doses of poison can be held in the weapon's reservoir, and can be applied upon every successful attack. Envenom poisons stack with Dart poisons, but refilling the reservoir requires an Action.
Fingers of the Old God [1st level spell, action] - the Witch Doctor calls upon the power of the Old God—as he braces himself, several long, black otherworldly tendrils erupt from his body, pulsing with dark energy. Each creature within 10 feet that fails a Strength saving throw takes 2d6 necrotic damage and cannot take reactions until its next turn. On a successful saving throw, the creature takes 1d6 necrotic damage with no side effect. The damage increases by 1d6 per slot level.
Fire Eater [2nd level spell, action] - the Witch Doctor pulls one of the large jugs off his hip and takes a swig of what’s inside. Holding the liquid in his mouth, he tilts his head back, opens his mouth, and snaps his fingers—as he does, a spark of voodoo fire ignites the liquid in his mouth with a green flame. The Witch Doctor swallows the flames, greenish smoke pouring from his nostrils. As he finds his target, he steadies himself, beats his chest, and opens his mouth once more to unleash three jets of searing voodoo fire at the target or targets. Roll a ranged spell hit for each jet—on a hit, the target takes 2d6 fire damage. Creates one additional jet each slot level above 2nd.
Hallucinogenic Dart [7th level Blow dart recipe] - the Witch Doctor coats a blow dart with a hallucinogenic fungus (nature check dc 14 to collect 3 doses) that causes vivid hallucinations said to unravel the very mind in the affected target. The target hit with this dart takes 1d6 psychotic damage and must make a wisdom saving throw on its next turn. On a failed save the target takes 2d6 psychotic damage and perceives all terrain it can see as hallucinatory terrain. All targets it attacks are perceived to be under the effects of a Mirror Image spell if the target is relying on sight. The target must continue to make wisdom saving throws taking an addition 1d6 on each failed save stacking to a maximum of 4d6.
Hands of the Old God [4th level spell, action] - the Witch Doctor calls directly upon the Old God for a brief moment. Channeling but an infinitesimally small fraction of its attention, the Old God humors him—hundreds of thick, powerful tentacles of pure dark energy tear open the earth in a 20-foot radius around the targeted location, turning the area into ‘difficult terrain’. Should a creature enter the area or begin its turn inside it, that creature must make a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature starting restrained in the area takes 3d6 bludgeoning damage. Restrained creatures can use their action to make a Strength or Dexterity check against your Spell Save DC—on success, they are freed.
Harrowing Haka of Happy Healing [2nd level spell, ritual] - the Witch Doctor immediately draws a circle on the ground and begins a very impassioned dance while singing a very loud and slightly off-key chant as he prances around the area, shaking his medicine stick as he goes. The Witch Doctor begins not-so-subtly prodding the others to join in, and within 10 minutes, all targets are dancing and singing…though nobody seems to know the moves or the words (probably not even the Witch Doctor). Though awkward, absurd, and a little hard on the hears, the bizarre ritual somehow works—all involved individuals find themselves healed by 2d8 + your Charisma modifier. Healing increases by 1d8 per slot level.
Head Hunter [1st level feature] - The Witch Doctor is feared and renowned for his proficiency with a blowgun, particularly with the poison darts that make it so unassumingly dangerous. You start with two basic dart recipes, with additional recipes available at level 3 (Anesthetic Dart), level 5 (Paralyzing Dart), level 7 (Catalyst Dart), and level 9 (Lethal Dose). He also has a penchant for head hunting, collecting the heads of humanoid victims and shrinking them with the assistance of voodoo and hoodoo magic over the course of a long rest, allowing the use of Shrunken Heads as a poison delivery method.
Healin’ Hoodoo [1st level spell, action] - the Witch Doctor prepares a healing tincture of various hoodoo ingredients and smashes it on a nearby target’s head. When the vial breaks, it covers the target in a small cloud of rejuvenating mist and liquid, healing them for 1d8 + Charisma modifier. The potency increases by 1d8 per slot level.
Hocus Pocus [4th level spell, action] - transforms the target temporarily into a different creature, following the rules of Polymorph. Unwilling creatures must succeed in a Wisdom saving throw to avoid the transformation.
Hocus Pocus Mojocus [9th level spell, action] - transforms the target into a different creature or object, following the rules of True Polymorph. If the Witch Doctor keeps full concentration throughout, he can make the transformation permanent.
Hoodoo Resurrection [7th level spell, ritual] - the Witch Doctor prepares an elaborate and ornate ceremony in order to pull the soul of a dead creature out of the spirit realm, and back into its earthly body, so long as the creature is not undead, did not die of old age, and has not been dead for more than a century. Lost souls can be tricky to find wandering in the spirit world, but so long as it is free and willing, the Witch Doctor can breathe it back into its own body. The target returns to life with full hit points, all its body parts, and is cured of all natural ailments, but does not cleanse magical effects. But resurrection is no small feat, and it takes a toll on both parties: the target takes -4 penalty to all attack rolls, saving throws, and ability checks, reduced by one every long rest. If the target had been dead for more than a year, the Witch Doctor was forced to sacrifice some of his own life force in the ritual, and is left weakened: until he takes a short or long rest, he can no longer cast spells, and has disadvantage on all attack rolls, ability checks, and saving throws.
Hypnotize [5th level spell, action] - the Witch Doctor locks eyes with a humanoid within 60 feet. He begins moving rhythmically, waving his Medicine Stick in a hypnotic pattern and whispering quiet incantations as his otherworldly gaze peers into their very soul. Slowly, the target finds itself falling under his spell. If the creature fails a Wisdom saving throw, it is charmed for the duration of the spell—if the creature is hostile, it has advantage on the roll. While the target is charmed, you can communicate telepathically and issue basic commands without any action, but can issue specific and precise commands on your action. At 6th level slot, duration increases to 10 minutes, at 7th-level slot to one hour, at 8th level to eight hours.
Jinx [3rd level spell, reaction] - the target is casting a spell 3rd level or below, it is silenced for one round, preventing spell casting until their next turn. If the spell is 4th level or higher, make a Charisma check against a [DC10 + spell level]. On success, the target is silenced for one round. When Jinx is cast using a spell slot of 4th level or higher, targeted spells of equal or lower level are silenced without a Charisma check.
Juju Bean [3rd level spell, ritual] - the Witch Doctor enchants a magical Juju Bean from his pouch, after which it can be placed, dropped, rolled, or thrown into a desired location. Once in place, the bean acts as a sensor, allowing the Witch Doctor to see and hear whatever the bean ‘sees’ or ‘hears’ from up to a mile away. Unfortunately, the bean is not invisible and is easily destroyed by trampling feet, loose rocks, and enemy weapons. The beans are also a favorite snack of the local wildlife, so proper placement must be considered.
Lethal Dose [9th level feature, bonus action, reagent required] - the Witch Doctor coats his dart with a lethal dose of poison from a rare poison dart frog (Nature check of DC 16 to find and collect 1 dose, below 5 target must roll constitution saving throw or become poisoned). A target struck by this dart takes 1d8 poison damage on a failed constitution saving throw, doubling per round to a maximum of 8d8. When the poison reaches its maximum, the target can make a Constitution save to become immune to the frog poison—if successful, the effect ends and they become immune to Lethal Dose for the encounter. If the target fails the save, the poison continues to tick at maximum strength for 1 minutes until either a successful saving throw or until it is cleansed.
Locust Plague [5th level spell] - the Witch Doctor summons a swarm of biting, flesh eating locusts. Functions the same as Insect Plague in the Druid spells with the addition that a Witch Doctor who has the Locust Touched Black magic may also move his swarms anywhere within the spells range as a bonus action and it no longer requires his concentration.
Medicine Man [1st level feature] - the Witch Doctor has a natural affinity for healing through natural means, meaning healing potions, salves, and remedies used by the Witch Doctor restore an extra hit die.
Medium [3rd level spell, ritual] - the Witch Doctor becomes a spiritual Medium, able to communicate with spirits from beyond the grave for a short time. Drawing several elaborate symbols on the ground on and around the body, he lights some incense in the corpse's mouth and chants a short incantation, swirling the smoke with his arms. Eyes closed, he places his hand on its forehead, seeming to guide the faint black smoke into his own mouth...and suddenly, his body suddenly gasps a single breath as he breathes it all in. The Witch Doctor's eyes roll back, now glowing with a dim, ethereal glow as he channels the body's spirit through him for a brief period. The spell lasts for 10 minutes, or until your hand is removed.
Mesmerize [3rd level spell, action] - the Witch Doctor targets a 30x30 foot area within 120 feet, and throws a small vial that shatters on impact, summoning forth a cloud of eerie fog to engulf the area. He begins whispering incantations and waving his Medicine Stick, as if drawing symbols in the air—as he does, faint lights reminiscent of a thousand fireflies slowly appear within the cloud. As the Witch Doctor begins to chant and swaying rhythmically, the lights begin to dance within the cloud, swirling in mystifying patterns. All creatures in the area must succeed at a Wisdom saving throw or become charmed for the duration, and are considered incapacitated unless attacked or shaken out of their trance.
Mumbo Jumbo’s Magic Gumbo [6th level spell, ritual] - Hands down the best meal in town—just don’t ask what’s in it! The Witch Doctor prepares a massive, saucy spread of delectable delicacies straight from de bayou. This fiery feast feeds up to twelve, and takes one whole hour to consume—any leftovers are given to Mojo as per his policy. After eating, creatures gain several benefits: they are healed, cured of all diseases and poison, become immune to poison and being frightened, make all Wisdom saving throws with advantage, and maximum hit points increase by 2d10. These benefits (and any indigestion) last for 24 hours.
Mumbo Mambo [6th level spell, action] - Who knew the Witch Doctor could drop such a sick beat? Conjuring up a massive tiki drum out of the ground, the Witch Doctor focuses his voodoo energy onto a target within 30 feet and begins beating the drum. The pounding intensifies, faster and more elaborate as the Witch Doctor’s magic works its way into the target’s mind and body…until the target becomes a slave to the rhythm. It begins to dance and sway in place, shuffling and shimmying as the music takes control. A dancing creature must use all its movement to dance in place, and has a disadvantage on attack rolls and Dexterity saving throws. While dancing, other creatures have advantage on attack rolls against it. A successful Wisdom saving throw breaks the spell. Creatures immune to charm are unaffected.
Ooga Booga [3rd level spell, action] - after finding a target, the Witch Doctor throws a small vial onto the ground at his feet, erupting into a cloud of thick, eerie mist. From behind the fog, he takes a deep breath—he exhales with unnatural force, extending his arms toward his target as the cloud billows toward his target, engulfing all creatures in a 30 foot cone. Breathing the mist, all affected creatures feel the hairs on the back of their necks begin to rise, and a sudden and inescapable feeling of panic and dread washes over them. Calling upon some of the darkest corners of the spirit world, the Witch Doctor swirls with voodoo magic, and in the mist, conjures terrifying images of the creatures’ deepest, darkest fears. All targets in the area must make a Wisdom saving throw—if failed, they drop whatever they are holding and become “frightened”. While frightened, creatures must take the Dash action and move as far away from the Witch Doctor as possible on each of its turns. If the creature loses line of sight, it can make another Wisdom saving throw to end the effect.
Ouija [2nd level spell, ritual] - the Witch Doctor pulls out a large, wooden board with several letters, symbols, and pictures, and attempts to divine information from long-dead voodoo spirits. Using various voodoo paraphernalia, you are able to make contact with these spirits, and can ask them any questions you might have about past, present, or future events...however, expect to typically receive very cryptic answers, as ancient spirits don't always like to make it easy.
Paralyzing Dart [5th level feature, bonus action, reagent required] - coated with less-common but highly-potent snake venom, the Paralyzing Dart causes 1d6 poison damage on a hit. Then on the target’s following turn it must make a Constitution save—if failed, the target takes 2d6 and is paralyzed until it succeeds. Paralyzing Darts stack to a maximum of 6d6, and last for 10 minutes until either a successful saving throw or until it is cleansed.
Primal Hex [1st level spell, bonus action] – The Witch Doctor rattles some ancient bones in the direction of his target, causing nearby shadows to begin wrapping around them like faint black smoke. The target receives an extra 1d6 necrotic damage from all of Witch Doctor’s damaging attacks and spells for the duration unless it is removed by Remove Curse. If you use a spell slot of 4th level or higher, the duration increases to 8 hours. If the target dies while under the effects, you may use a bonus action to transfer Primal Hex to another target. Follows the same rules as "Hex."
Primal Savagery [6th level feature, passive] - At 6th level, your transformation weapons are considered “Magical” for combat purposes of overcoming resistances and immunity to nonmagical damage, and you can attack twice whenever you choose the “Attack” Action.
Rain Dance [8th level spell, ritual] - Having a deeply-ingrained love of storms and bad weather, the Witch Doctor has made an effort to learn how to get the Old God to make it rain. And when the Old God makes it rain, he makes it pour. The Witch Doctor begins a bizarre ritual dance, accompanied by shaking sticks and loud, off-key chanting. After 10 minutes of this, the Old God gives in, and begins to alter the weather for its Witch Doctor. It takes 1d4 x 10 minutes for the desired Precipitation and Wind conditions to take effect, and they last up to 8 hours—climate is not affected, but other changes linger after concentration is broken.
Shamanism [4th level spell, action] - the Witch Doctor communes with the spirit of a targeted beast, and if it fails a Wisdom saving throw, he is able to dominate its mind. If in combat with the creature, it has advantage on the roll.
Shifting Adept [10th level feature] - At 10th level, the Witch Doctor has become so proficient at his partial transformations that he is able to maintain two at a time. Additionally, you can cast Skinwalker once per long rest without consuming a spell slot or material cost.
Skinwalker [9th level spell, action] - the Witch Doctor is feared for many reasons, but perhaps one of the most terrifying is his ability to take the physical form of his victims. A powerful ‘Soul Drinker’, the Witch Doctor absorbs the spirits of the creatures he kills, granting him their knowledge, their energy, and the ability to transform his own form into their image. He can only shape shift into creatures with a challenge rating equal to or lower than his level, and only creatures he has killed, but can do so without material components.
Spew Poison [1st level spell, action] - the Witch Doctor pulls out a small vial from his pouch containing a black potion swirling with faint traces of green. He pulls out the stopper and drinks it down, wiping his mouth before finding his target. He braces himself in a sturdy stance, and after a few moments, lurches forward and opens his mouth—a massive stream of now-entirely-green poison blasts toward the victim with astonishing force. If the Witch doctor succeeds at a ranged spell attack, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. The damage increases by 1d8 per slot level.
Spirit Animal [Bargain with Primal Spirits, Black Magic] - The Witch Doctor is able to choose his Spirit Animal to be his permanent companion. The creature must be a naturally-occurring beast, and have a Challenge Rating equal to or lower than 1/3 of your Witch Doctor level, rounded up. As an action, you can also command your Spirit Animal to merge with you for up to 10 minutes, allowing you to replace any of your Ability Scores with those of your companion, and giving you both the abilities and appearance aspects of your Spirit Animal. Due to the taxing nature of merging spirits, you are only able to perform this merger once per long rest.
Spooky Action [5th level spell, action] - the Witch Doctor commands a powerful, unseen force to manipulate physical objects or even creatures at his whim. Spooky Action follows the same rule set as “Telekinesis”.
Stirring of an Old God [9th level spell, action] - in the most dire of times, the Witch Doctor falls to his knees and raises his hands to the sky, crying out in desperation as he attempts to wake his Old God. And somewhere, beyond the fabric of space and time…his Old God hears him. The world seems to twist in its mere presence, black clouds churn above like the raging sea as streaks of jagged, green lightning rip across the swirling sky. Wind whips and howls in furious gales, with thunder so deafening it seems to shake the very earth…and so you begin to witness the stirring of an Old God: *Round 1: Each creature within the 360 foot spell radius must make a Constitution saving throw. On a failed save, it takes 2d6 thunder damage and becomes deafened for 5 minutes. *Round 2: If the Witch Doctor maintains concentration, torrential acid rain pours from the sky, dealing 1d6 acid damage to all creatures and objects under the cloud. *Round 3: If the Witch Doctor maintains concentration, he looks to the Old God and calls down six bolts of lightning to strike six creatures or objects. If a creature fails a Dexterity saving throw, it takes 10d6 lightning damage. If it succeeds, it takes 5d6. No creature or object can be struck more than once. *Round 4: If the Witch Doctor maintains concentration, heavy shards of brimstone rain down from above. Each creature takes 2d6 bludgeoning damage. *Round 5-10: If the Witch Doctor maintains concentration, tempest winds and frigid rain cause the area to become obscured, and it is considered ‘difficult terrain’. Range weapon attacks are impossible, fogs or mists are dispersed, and the torrent acts as a ‘severe distraction’ for concentration. All creatures take 1d6 cold damage.
Supa Dupa Healin’ Hoodoo [5th level spell, action] - the Witch Doctor doesn’t like when his friends all seem to be bleeding—with a fervor bordering on frenzy, he begins madly combining various hoodoo healing herbs, draughts, and powders into as many as six small glass tinctures. With terrifying speed, the Witch Doctor seems to slow time itself as he wildly pitches each tincture at the head of an ally within a 30 foot area of his target. The miraculous part is that he never, ever misses. Each affected target is healed for 3d8 + your Charisma modifier. Healing increases by 1d8 for each slot level above 5th.
Talking Head [Black Magic, passive effect] - Two heads are better than one, they say! Aside from being both a drunk and a chatterbox, it turns out the Witch Doctor’s Mojo also has a surprisingly keen memory—particularly for magic. You can now put your Mojo to work memorizing any manner of magical rituals you happen to come across in your adventures, so long as they are less than or equal to half your Witch Doctor level (rounded up). It takes two hours per spell level of rigorous repetition to permanently pound a new ritual into Mojo’s tiny head, as well as 50gp for the necessary alcohol required to bribe him into cooperating. Choose two 1st-level spells with the ritual tag from any spell list: those rituals—and any you are able to teach Mojo down the road— are permanently castable, without taking up a spell slot or a ‘spells known’ slot.
That Voodoo That You Do [Black Magic, passive effect] - Nobody do dat voodoo like you do! When casting Voodoo Bolt, add your Charisma modifier to the damage roll.
Totemic Might [10th level feature] - At 10th level, the Witch Doctor's physicality is imbued with the power of the Ancestral Guardians themselves. You gain advantage on Strength Checks and Saving Throws, and your Ancestral Spear deals extra damage equal to your Charisma modifier.
Trance [Black Magic, 15th level or higher, action] - as an Action once per short or long rest, the Witch Doctor’s arms raise, his eyes roll back, and he falls into an otherworldly trance. While entranced, becomes a conduit of voodoo magic, a vessel of pulsating dark energy. Until his next turn, he gains advantage to all saving throws, but is unable to make any additional movement, action, or bonus action. On the following turn, the Witch Doctor comes out of his trance empowered by ancient spirits—he has advantage on Attack rolls, and his next successful damaging or healing ability deals double damage or healing. The effect fades at the end of the turn of your next successful ability. If the Witch Doctor’s concentration is broken during the trance, then the turn is wasted and he must fall back into the trance again.
Tribal Tenacity [6th level feature] - At 6th level, the Witch Doctor has become even more adept with his Ancestral Spear, allowing him to attack twice instead of once whenever he chooses the Attack action on one of his turns. Additionally, you are able to add your Strength modifier to your spell damage or healing.
Voodoo Bolt [cantrip, action] - the Witch Doctor focuses his voodoo magic into his palm and blasts it at a target, unleashing a bolt of crackling dark energy from his hand. On a successful ranged spell attack, the blast hits the target with tremendous force, causing 1d10 force damage. At higher levels, the spell creates additional bolts: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. All bolts have separate attack rolls.
Voodoo Boon [Black Magic, action] - A friendly target willingly accepts a voodoo link with the doll, and gains advantage to Attack Rolls and Saving throws for up to 1 hour or until the link is broken. The target is also able to receive any healing done to the doll regardless of their proximity. If the doll is made with a personal ingredient (blood, hair, fingernail, etc.) from the target, the spell no longer requires Concentration and lasts for 1 hour unless broken.
Voodoo Curse [Black Magic, action] - a hostile target must make a Wisdom saving throw, with disadvantage if the doll contains an element of the target that the Witch Doctor has obtained. If target fails, they succumb to the Voodoo Curse: they have disadvantage on action rolls and saving throws, and suffer internal damage from attacks made against the doll regardless of their proximity. The target can continue making Wisdom saving throws (with disadvantage) at the start of every turn in order to break the curse.
Voodoo Guru [20th level feature] - At 20th level, the Old God creates a permanent and direct link between itself and the Witch Doctor. Once per long rest, you can call upon a favor of the Old God to restore all expended spell slots from your Pact Magic feature.
Voodoo Servant [1st level spell, ritual] - the Witch Doctor begins a voodoo ritual, pulling a lesser voodoo spirit into the mortal realm from beyond the veil. Once on the physical plane, the spirit becomes the Witch Doctor’s unseen servant for one hour. The servant must remain within 60 feet of you at all times, or its connection to the world is broken.
Voodoo Vestments [item] - the Tiki Mask given to the Witch Doctor by the Old God, tokens of affection that are imbued with voodoo magic. These vestments act as arcane foci.
Whisperer [2nd level feature] - At 2nd level, the Witch Doctor learns commune with the spirits of nature, able to speak with and understand them as if they could speak, themselves. You gain Advantage on all Nature and Animal Handling checks, and can cast Speak with Animals at will, without a spell slot or material cost.
Wicked Wanga [cantrip, bonus action] - the Witch Doctor’s Medicine Stick is empowered with hoodoo magic, and uses Charisma instead of Strength for attack and damage rolls. It is also considered ‘magical’ with a d8 damage die.
Prerequisites. To qualify for multiclassing into the Witch Doctor class, you must meet these prerequisites: Wisdom 13 or Charisma 13
Proficiencies. When you multiclass into the Witch Doctor class, you gain the following proficiencies: Simple Weapons, Blowguns, Voodoo Vestments, Medicine Stick, Shrunken Head, Poisoner's Kit, Medicine Kit