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Published by Avery Armstrong, 2019-12-17 10:29:15

The Witch Doctor D&D homebrew

1055681-the_witch_doctor_v0.2

Keywords: Witch Doctor,Homebrew,Dnd,D&D,dnd,dnd homebrew,D&D homebrew,5e,warlock subclass

The Witch Doctor

Strange magic unleashed
by Levi Burtner, v0.3

The Witch Doctor

Level Proficiency Bonus Features Cantrips Known Totems Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spectral Totem, Spellcasting 2 2 2 ————————

2nd +2 Light Step 3 2 4 ————————
3rd +2 Path to Power 3 2 4 2 ———————

4th +2 Ability Score Improvement 3 2 4 3 ———————
5th +3 Spectral Totem (2) 3 3 4 3 2 ——————

6th +3 Spirit Paint 4 3 4 3 3 1 —————
7th +3 Martial Casting 4 4 4 3 3 3 —————

8th +3 Ability Score Improvement 4 4 4 3 3 3 —————
9th +4 Path to Power feature 4 4 4 3 3 3 1 ————

10th +4 Ancestral Response 5 4 4 3 3 3 1 ————
11th +4 Spectral Totem (3) 5 5 4 3 3 3 3 ————

12th +4 Ability Score Improvement 5 5 4 3 3 3 3 2 ———
13th +5 Path to Power feature 5 6 4 3 3 3 3 2 1 ——

14th +5 Hoodoo Mask 5 6 4 3 3 3 3 2 2 ——
15th +5 Ritualistic Witchcraft 5 6 4 3 3 3 3 2 2 ——

16th +5 Ability Score Improvement 5 6 4 3 3 3 3 2 2 ——
17th +6 Spectral Totem (4) 5 7 4 3 3 3 3 2 2 ——

18th +6 Path to Power feature 6 7 4 3 3 3 3 2 2 ——
19th +6 Ability Score Improvement 6 7 4 3 3 3 3 2 2 1—

20th +6 Master of Totems 6 7 43 3332211

Quick Build You start with the following equipment, in addition to the
equipment granted by your background:
You can make a witch doctor quickly by following these
suggestions. First, put your highest ability score in Wisdom, (a) a simple melee weapon and a shield or (b) two simple
followed by Constitution or Dexterity. Second, choose the weapons
Outlander background. (a) a component pouch or (b) an arcane focus
(a) a gaming set or (b) alchemist's supplies
Class Features (a) an explorer's pack or (b) a priest's pack

As a witch doctor, you gain the following class features Spectral Totem
You have the ability to place a spectral totem you know
Hit Points beginning at 1st level. You know how to create two totems
from the list of totems at the end of this document, but can
Hit Dice: 1d10 per witch doctor level only place one spectral totem at a time. You can use your
Hit Points at 1st Level: 10 + your Constitution modifier bonus action to place a spectral totem. Only one spectral
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution totem of each type can be placed. When a totem is placed, you
gain a bonus described by that totem as long as you are
modifier per witch doctor level after 1st within 30 feet of the totem, which can not be moved. Totems
vanish 1 minute after being placed.
Proficiencies

Armor: shields
Weapons: simple weapons
Tools: one gaming set of your choice and alchemist's supplies
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, Intimidation, Perception,

Stealth, Survival

Equipment

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Spellcasting Spellcasting Focus
As part of your practiced rituals, whether through dances,
reading entrails, or brewing concoctions, you have learned to You can use an arcane focus as a spellcasting focus for your
tap into the spell weave and gain the ability to cast spells. The artificer spells. See chapter 5, “Equipment,” in the Player’s
spells you learn are primarily used to deal damage, discover Handbook for various arcane focus options.
secrets, and control the actions of others.
Cantrips Light Step
You know two cantrips of your choice from the witch doctor While under the tutelage of a witch doctor, you learn to make
spell list. You learn additional witch doctor cantrips of your your way through the world carefully. Starting at 2nd level,
choice at higher leveIs, as shown in the Cantrips Known you make Dexterity (Stealth) checks with advantage if you are
column of the Witch Doctor table. in natural surroundings such as woodlands, swamp, or
desert.
Spell Slots
Path to Power
The Witch Doctor table shows how many spell slots you have At 3rd level, you choose which path will define your walk
to cast your spells of 1st level and higher. To cast one of these through life: Blood Magic, Fetishist, or Portents, which are
spells, you must expend a spell slot of that spell's level or defined later in this document. Your choice grants you
higher. You regain all expended spell slots when you complete features at 3rd, 9th, 13th, and 18th level.
a long rest.
Path Spells
Preparing and Casting Spells
Each path has a list of spells--its path spells that you gain at
The Witch Doctor table shows how many spell slots you have the witch doctor levels noted in the path description. Once
to cast your spells of 1st level and higher. To cast one of these you gain a path spell, you always have it prepared, and it
spells, you must expend a slot of the spell's level or higher. doesn't count against the number of spells you can prepare
You regain all expended spell slots when you finish a long each day. If the spell is marked with a *, it is from the Starter
rest. Spells Unearthed Arcana.

You prepare the list of witch doctor spells that are available If you have a path spell that doesn't appear on the witch
for you to cast, choosing from the witch doctor spell list. doctor spell list, the spell is nonetheless a witch doctor spell
When you do so, choose a number of witch doctor spells for you.
equal to your Wisdom modifier + your witch doctor level
(minimum of one spell). The spells must be of a level for If your path spell list contains a cantrip, you know that
which you have spell slots. cantrip when you reach the required level.

For example, if you are a 3rd-level witch doctor, you have Ability Score Improvement
four 1st-level and two 2nd-level spell slots. With a Wisdom of When you reach 4th, 8th, 12th, 16th, and 19th level, you can
16, your list of prepared spells can include six spells of 1st or increase one ability score of your choice by 2, or you can
2nd level, in any combination. If you prepare the 1st-level increase two ability scores of your choice by 1. As normal, you
spell cure wounds, you can cast it using a 1st-level or 2nd- can't increase an ability score above 20 using this feature.
level slot. Casting the spell doesn't remove it from your list of
prepared spells. Spirit Paint
Beginning at 5th level, you connect yourself to your ancestors
You can change your list of prepared spells when you finish more fully by covering your face in chalky, ritualistic paint.
a long rest. Preparing a new list of cleric spells requires time You can use an action to apply this magical paint, which
spent in ritual communion with your ancestors: at least 1 allows your ancestors to empower you for one minute.
minute per spell level for each spell on your list. During this time, your spell save DC is increased by +2, and
your spell attack modifier is increased by +2.
Spellcasting Ability
Once you use this ability, you cannot use it again until you
Wisdom is your spellcasting ability for your witch doctor finish a long rest.
spells; your understanding of your tribe's rites allows you to
cast these spells with superior skill. You use your Wisdom Martial Casting
whenever a witch doctor spell refers to your spellcasting Beginning at 7th level, whenver you use your action to cast a
ability. spell or a cantrip and are holding a shield, you can use your
bonus action to make a surprising attack at a creature within
In addition, you use your Wisdom modifier when setting your reach. You are considered proficient with this attack,
the saving throw DC for a witch doctor spell you cast and which uses your spell attack modifier for the attack and deals
when making an attack roll with one. damage equal to 1d4 + spell attack modifier + strength
modifier on a hit.
Spell save DC: = 8 + your proficiency bonus + your
Wisdom modifier

Spell attack modifier: = your proficiency bonus + your
Wisdom modifier

Ritual Casting

You can cast any witch doctor spell you know as a ritual if
that spell has the ritual tag.

PART 2 | Witch Doctor Class Features 3

You can use this feature up to a number of times equal to Power Through Sacrifice
your wisdom modifier. You regain expended uses of this
feature when you complete a long rest. Starting at 3rd level, you can use your ritual dagger to draw
your own blood to enhance a spell. Any time you damage a
Ancestral Response single enemy with a spell, you can choose to expend one of
When you reach 10th level, your ancestral line of witch your witch doctor hit dice and add the number you roll + your
doctors protect you. Whenever you are attacked with a constitution modifier to the damage done.
weapon by a creature within 30 feet of you and you can see
the attacker, you can use your reaction to call your ancestors This damage is the same type as the spell. If the spell deals
to your aid, dealing the attacker 2d8 psychic damage. multiple types of damage, you can choose which type of
damage this ability does.
Hoodoo Mask
Starting at 14th level, you can don a terrifying spectral mask. You cannot use this ability if you have expended all of your
Once you use an action to don your hoodoo mask, hostile hit dice.
creatures within 30 feet of you that can see you have
disadvantage on saving throws against your spells. Once you Blood of Ancients
use this feature, you can not do so again until you have
completed a long rest. Beginning at 9th level, when you use your blood to enhance a
spell, the blood drawn may be otherworldly rather than your
Ritualistic Witchcraft own. When you activate your power through sacrifice feature,
Beginning at 15th level, your mastery of rituals allows you to roll a d20. On a 15-20, the additional damage dealt by your
cast any spell with the ritual tag you know without expending power through sacrifice feature is increased by an amount
a spell slot or increasing the casting time by 10 minutes. equal to your witch doctor level and your hit die is not
expended.
Master of Totems
When you reach 20th level, each time you use a bonus action Greusome Sacrifice
to place a spectral totem you can place a number of totems
up to the total number of totems you can have placed at one Starting at 13th level, your blood sacrifices become more
time. You still have a maximum of 4 spectral totems. horrible to behold. When you activate your power through
sacrifice feature, choose a number of creatures up to your
Paths to Power wisdom modifier that can see you within 30'. The chosen
creatures must succeed on a Wisdom saving through or be
Witch doctors take unique approaches to gain control over frightened of you for 1 minute.
the weave. The path you choose reflects your style as a witch
doctor. Each creature may repeat the saving throw at the end of
their turns, ending the frightened effect on a success.
Blood Magic
Some witch doctors make blood sacrifices of themselves, Bring Lambs to Slaughter
defeating their enemies through sheer determination.
Once you reach 18th level, your gods violently steal the souls
Blood Magic Spells of creatures you kill and reward your dedication. When you
reduce a creature to 0 hit points with a spell, any excess
Witch Doctor damage may be transfered to a creature within 30 feet of the
level Spells original target.
3rd Primal Savagery*, False Life, Ray of
Sickness In addition, when you reduce a creature to 0 hit points with
5th Ray of Enfeeblement a spell, you regain a witch doctor hit die if any of them have
9th Evard's Black Tentacles, Vampiric Touch been expended.

Ritual Dagger Fetishist
Witchdoctors who use fetishes in their casting can cause
When you reach 3rd level, you can imbue an ordinary dagger grave harm to those who draw their ire, or even control the
with mystical power during the course of a short rest. If you focus of their attention.
create a ritual dagger during a short rest, you do not gain any
other benefits of taking that short rest. Your dagger can be Fetishist Spells
used as your spellcasting focus.
Witch Doctor
level Spells
3rd Toll the Dead *, Hex, Tasha's Hideous
Laughter
5th Crown of Madness, Enthrall
9th Fear, Hypnotic Pattern

Fetish of Old

When you reach 3rd level, you fashion a fetish from natural
objects in a form which suits you. You build and imbue this
fetish with magical energy over the course of a short rest.
Your fetish can be used as a spellcasting focus. You can only
have one fetish imbued with your magical energy at a time.

4 PART 2 | Witch Doctor Class Features

Mark of Juju Empowered Ritual

Starting at 3rd level, your ancestors assist you when you use Beginning at 9th level, you can affect the futures you see with
your fetish. As a bonus action you can place a Mark of Juju on your profane ritual more completely. You can now add or
one creature you can see. One creature can be marked at a subtract your Spellcasting modifier to your rolls from your
time. While marked in this way, you always know where the Profane Ritual feature, to a minimum of 1 and maximum of
creature is if it is on the same plane of existence as you, and 20.
you can see it even if it is invisible or you are blinded.
When a roll is reduced to 1 or increased to 20, it is still
When you damage a marked creature with a spell it takes considered a critical miss or critical hit respectively, when
additional damage equal to your Wisdom modifier, and it is at substituting for an attack roll.
disadvantage against any Charm spell saving throw you cast
if the creature is not fighting you or your allies. Powerful Foresight

Talisman of Power Starting at 13th level, you can choose to succeed a saving
throw you failed, a vision having warned you of the danger
Beginning at 9th level, you gain a pool of 6 Talisman dice, just in time. You can't use this feature again until you finish a
which are d8s. When you damage a creature marked with short rest.
your juju, you can expend one of your Talisman dice to deal
additional damage in your choice of acid, cold, fire, or Foretelling of Bones and Viscera
lightning damage. Your expended talisman dice return after a
long rest. You gain 2 additional talisman dice when you reach Once you reach 18th level, your foresight is so complete, any
level 13, and all of your talisman dice become d12s. time you use your Profane Ritual feature to replace a roll, you
may also immediately cast a spell or cantrip with a casting
Effigy time of one action.
Spectral Totems
Starting at 13th level, whenever you damage a creature If a spectral totem has prerequisites, you must meet them to
marked with your juju, as a bonus action you can destroy your learn it. You can learn the spectral totem at the same time
talisman with acid, cold, fire, or lightning. When your talisman you meet its prerequisites.
is destroyed in this way, the marked creature takes the same
kind of damage as destroyed the totem equal to 2 x your Bloody Vigor
witchdoctor level.
Prerequisites: Blood Magic feature
When you use this feature, your mark of juju is lost, and While within range of this totem, when you expend a hit die
you must create a new one to regain access to features which
require your fetish. with your Power Through Sacrifice feature, you gain
temporary hit points equal to your witch doctor level.
Improved Mark of Juju
Chains of My Ancestors
Once you reach 18th level, your fetish is no longer necessary
to target a creature with your Mark of Juju, and up to two Prerequisites: 17th level
creatures can be marked at a time, but a bonus action is still When you drop this totem, you cast hold monster against a
required to mark each one. You now also know a marked
creature's location even if they are on another plane of target you can see within range without expending a spell slot
existence. or material components. You must finish a long rest before
you can use this totem again.
Portents
The witchdoctor who draws their power from portents read Danger Portent
entrails, throw animal bones, and otherwise receive brief
glimpses into the future they can act on. Prerequisites: Profane Ritual feature
When you roll for initiative you have advantage, and you
Portents Spells
cannot be surprised if you begin your turn by placing this
Witch Doctor level Spells totem. While within range of this totem, you have advantage
3rd Augury, Find Familiar, Puppet* on Dexterity saving throws to avoid area of effect damage.
5th Locate Animals or Plants, Mirror Image
9th Bestow Curse, Divination Elemental Ward

Profane Ritual While within 30' of this dropped totem, you gain resistance to
a single type of damage of your choice: acid, cold, fire,
Starting at 3rd level, as part of a long rest you spend 1 minute lightning, or poison.
per witchdoctor level performing an archaic ritual. At the
completion of the long rest you roll a number of d20 equal to Eyes of the Mystic
your spellcasting modifier and record the rolls.
While you are within 30 feet of this totem, you can see out to
Once per turn, you can choose to substitute one of these a distance of 30 feet as if you had blindsight.
rolls for an attack roll, saving throw, or ability check made by
an ally or enemy of your choice. Unused rolls are lost at the Fetish of Armagost
end of your next long rest--futures you did not encounter.
Prerequisites: Fetishist feature
While you are within range of this totem, bonus damage to

creatures with your mark of juju increases by 1d8.

PART 3 | Witch Doctor Path Features 5

Forceful Shield

Prerequisites: 7th level
Whenever you strike a creature with your shield using your

Martial Casting feature while within range of this totem, the
target must make a strength saving throw or be pushed back
15 feet.

Juju Empowerment

Any time you cast a damaging cantrip within range of this
totem, its damage is increased by your spellcasting modifier.

Mystical Sanctuary

While within range of this totem, you are affected by the
Sanctuary spell. This totem disappears if you attack or cast a
spell.

Sculptor of Flesh

Prerequisites: 7th level
You can cast polymorph once after this totem is placed if

you are within range of the totem, using a spell slot. You can't
use this totem again until you finish a long rest.

Totem of the Diviner

Prerequisites: Profane Ritual feature
When this totem is placed and you are below your

maximum number of rolls granted by your profane ritual, you
immediately roll a d20 and add it to your recorded rolls as if
you had just completed your profane ritual. This totem cannot
be dropped again until you complete a long rest.

Universal Speech

Any time you are within range of this totem, you can
understand any spoken language, and any creature which can
understand a language can understand you.

Whispers of the Dead

Prerequisites: 13th level
You can cast speak with dead any time you are within range

of this totem.

Wild Abandon of the Bloodied

Prerequisites: Blood Magic feature
When you damage a creature within your reach with a spell

enhanced by your Power Through Sacrifice feature within
range of this totem, you are healed by an amount equal to the
bonus damage granted by Power Through Sacrifice.

Witch's Armor

Within 30' of this totem, your armor class improves by +2.

6 PART 4 | Witch Doctor Spectral Totems

Witch Doctor Spells

Cantrips (0 Level) 2nd Level Speak with Dead Eyebite
Stinking Cloud Flesh to Stone
Acid Splash Animal Messenger (r) Tongues Forbiddance (r)
Dancing Lights Barkskin Water Breathing (r) Harm
Eldritch Blast Blindness/Deafness Heal
Firebolt Crown of Madness 4th Level Magic Jar
Guidance Enthrall Transport via Plants
Infestation * Flaming Sphere Banishment True Seeing
Message Hold Person Blight Wall of Thorns
Minor Illusion Invisibility Compulsion
Poison Spray Lesser Restoration Conjure Minor Elementals 7th Level
Prestidigitation Misty Step Giant Insect
Ray of Frost Pass without Trace Halucinatory Terrain Finger of Death
Shillelagh Protection from Poison Phantasmal Killer Fire Storm
Spare the Dying Spider Climb Polymorph Regenerate
Spike Growth Wall of Fire Resurrection
1st Level Suggestion Reverse Gravity
Web 5th Level Sequester
Alarm (r) Zone of Truth Symbol
Arms of Hadar Awaken
Burning Hands 3rd Level Circle of Power 8th Level
Ceremony * Commune (r)
Charm Person Animate Dead Commune with Nature (r) Animal Shapes
Color Spray Bestow Curse Cone of Cold Clone
Cure Wounds Call Lightning Contagion Control Weather
Detect Magic (r) Clairvoyance Dominate Person Earthquake
Faerie Fire Counterspell Flame Strike Feeblemind
Guiding Hand * Fear Geas Incendiary Cloud
Healing Elixir * Feign Death (r) Insect Plague Power Word Stun
Hex Fireball Legend Lore
Identify (r) Hypnotic Pattern Raise Dead 9th Level
Purify Food and Drink (r) Lightning Bolt Scrying
Sleep Magic Circle Teleportation Circle Imprisonment
Speak with Animals Nondetection Meteor Swarm
Tasha's Hideous Laughter Plant Growth 6th Level Power Word Kill
Wild Cunning * Remove Curse Storm of Vengeance
Witch Bolt Revivify Circle of Death True Polymorph
. Slow Create Undead Weird
Drawmij's Instant Summons
2nd Level
(r)

* from Starter Spells Unearthed Arcana
(r) Ritual spell

PART 5 | Witch Doctor Spell List 7

Changelog

v0.3

Updated spell list to add "Starter Spells" Unearthed
Arcana
Fixed some typos and clarified some wording
Adjusted Bring Lambs to Slaughter feature of the Blood
Magic Path

v0.2

Initial version
Credits
The Witch Doctor class by Levi Burtner
Layout tool: The Homebrewery on NaturalCrit

8 Appendix | Changelog and Credits


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