Witch Doctor
Chanting as his eyes roll back, an orc breathes in incense and smoke from a ritual fire to contact the spirits of his ancestors. His mind begins to commune with the spirits as he seeks guidance and wisdom.
Foraging through the underbrush, a lizardfolk opens his mind to the life forces of the plants and animals around him. The ebb and flow of the spirits of nature guide him to the medicinal plants he needs to craft healing poultices and rejuvenating medicine for his village.
Crouching in a tall tree, a young human watches as a hobgoblin warlord attempts to lead a raid against a village. He murmurs incantations and reaches out the very spirit of fate and chance. He wills the spirits to twist the strands of fate around the goblin, causing him misfortune and failure, and thwarting the goblin band's attack.
Whether supporting allies with helpful essence of nature or vexing their foes with the energies of death and misfortune, witch doctors are the conduits between the material world and the world of spirits. Most small villages and tribal cultures will have a witch doctor that tends to them, healing their wounds, protecting them from attack, and providing wisdom and guidance.
Spritual Conduits
A witch doctor's magic comes from his bonds with spirits. Different witch doctors form bonds with different spirits, whether those of nature, the spirits of the departed, or the spirits guiding the loom of fate itself.
Because they mostly focus on serving their tribes and villages, many witch doctor spells are oriented toward strengthening and rejuvenating their allies, or towards undermining their enemies abilities
Creating a Witch Doctor
Quick Build
You can make a witch doctor quickly by following these suggestions. First, make Wisdom your highest ability score, followed by either Constitution or Dexterity. Second, choose the hermit background.
Class Features
As a witch doctor, you gain the following class features.
Hit Points
Hit Dice: 1d8 per witch doctor Level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch doctor level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, blowguns
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Arcana, Animal Handling, Nature, Medicine, Religion, and Survival
Equipment
You start with the following equipment in addition to the equipment granted by your backgroun:
- any simple melee weapon
- a blowgun
- Leather armor, and a spiritual focus
- (a) an explorer's pack or (b) a dungeoneer's pack
Spellcasting
Drawing from the spirits of the life and the natural world, you can cast spells to channel those spirit energies to affect the world around you. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and the end of this document for the witch doctor spell list.
Cantrips
At 1st level, 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 Witch Doctor table.
Witch Doctor
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Spiritual Visions | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Spiritual Affinity | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Spritual Visions Improvement | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Affinity Feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | ─ | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | ─ | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Affinity Feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Spritual Visions Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 2 | — | — | — |
13th | +5 | ─ | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | — | — |
14th | +5 | Affinity Feature | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | — | — |
15th | +5 | ─ | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | — |
17th | +6 | ─ | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
18th | +6 | Spritual Visions Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | One With the Spirits | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Preparing and Casting Spells
The witch doctor table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these witch doctor spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of witch doctor spells that are available for you to cast, choosing from the witch doctor spell list. When you do so, choose a number of witch doctor spells equal to your Wisdom modifier + your witch doctor level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level witch doctor, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list o f prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of witch doctor spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your witch doctor spells, since your magic draws upon your devotion and attunement to the spirits. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a witch doctor spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a witch doctor spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a spiritual focus (listed below) as a spellcasting focus for your witch doctor spells.
Spiritual Foci
The following options are available for use as your spiritual focus. Unlike most other foci, spiritual foci are handcrafted and unique to each witch doctor. Instead of buying a focus, you craft it while in communion with the spirits. Each focus requires raw materials worth a certain amount of GP, all of which are consumed in the process. This doesn't change anything mechanically. It is only intended to provide more flavor to your character and you are free to disregard it
Focus | Cost |
---|---|
Shrunken Head | 1 GP |
Tiki Mask | 1 GP |
Medicine Stick | 1 GP |
Voodoo Doll | 2 GP |
Hand-Carved Totem | 1 GP |
Spritual Visions
Beginning at 1st level, you can open your senses to the spirits. You gain the following features:
Vision Quest As an action, you enter a trance to implore the spirits for advice. You must spend at least 10 minutes communing with the spirits. These spirits provide you with cryptic images, sounds, and other sensations. Work with your DM to interpret these messages.
Beginning at 5th level, you can attempt to summon a specific spirit of your choise, such the soul of a dead person, or the guardian spirit of a grove in the Feywild, and ask it a single yes or no question. Spirits that are friendly to you may choose to answer your question, but unfriendly spirits may resist. If you summon an unfriendly spirit, it must succeed on a Charisma saving throw against your spell save DC to resist answering your question.
At 11th level you can ask up to three yes or no questions of your summoned spirit, and at 18th level you may ask as many questions as you wish without requiring a saving throw. You can’t use this feature again until you finish a short or long rest.
Ethereal Sight As a bonus action, you gain truesight out to a range of 30 feet. This effect lasts for 1 minute. At 6th level the range extends to 60 feet, and at 18th level the duration becomes 10 minutes.
Spiritual Affinity
At 2nd level, you choose to strengthen your bond with a certain kind of spirits and follow a witch doctor tradition: Voodoo Priest, Medicine Man, Hex Mage, or Headhunter, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
One With the Spirits
At 20th level you become inextricably entwined with the spirits. As an action, you can loosen the ties between your spirit and your physical body, taking on an ethereal form. This form lasts for 1 hour, or until you choose to end it (no action required.) While in this form, you gain the following benefits:
- You gain a magical flying speed of 30 feet.
- Attacks against you have disadvantage
- Saving throws imposed by your spells and class features are made with disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest.
Spiritual Affinity
All witch doctors connect with spirits to fuel their magic, and they use these connections to channel powerful effects to help their friends and hinder their foes. Different witch doctors choose different types of spirits to bond more closely with, embodied by their spiritual affinities. Your choice of affinity reflects which spirits you are most closely communed with, and those spirits grant you unique features.
Voodoo Priest
A Voodoo Priest channels spirits of death and the undead. They see death as a natural part of life, and commune with the departed spirits of once living creatures. Their connection with departed spirits and the magics of death and the afterlife allow them to call forth the dead themselves, as well as protecting themselves against the necrotic energies of undeath.
Voodoo Priests are sometimes accused of delving too deep into necromancy, often feared much as liches are. But rather than trying to conquer and defeat death, Voodoo Priests see the departed as allies and friends. They use their connection to these spirits to seek their help, rather than their service.
Necrotic Ward
Starting at 2nd level you can call on the spirits of the dead to protect you from your enemies. As an action you can cause one of the following effects:
Grasp of the Grave You cause rotting, undead hands burst from the soil and grasp at a creature you can see within 30 feet. The target must succeed on a Strength saving throw against your spell save DC or be restrained.
A creature restrained by the hands, or one within 5 feet of it, can use its action to make a Strength saving throw. On a success, the target is freed. As long as the target is restrained by this feature, you can use a bonus action to cause the target to take 1d6 necrotic damage.
Vigor Mortis You cast Animate Dead as a 3rd-level spell without expending a spell slot or material components. When you cast the spell this way, the undead servant dies after 10 minutes.
You must finish a long or short rest before you can use this feature again.
Necrotic Rejuvenation
At 6th level, undead that you conjure are more resilient than normal. Any undead summoned or created by your spells or class features gains the following benefits:
- It gains a bonus to its HP and to-hit bonuses equal to your Wisdom modifier.
- The damage from its weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Life Cycle
Starting at 10th level, you gain resistance to necrotic damage. Additionally, whenever a creature summoned or created by your spells or class features dies, can use reaction to regain HP equal to half your witch doctor level.
Spirit Recapture
Beginning at 14th level you gain the ability temporarily resurrect recently dead creatures. As a bonus action, you can cause a creature that has died within 1 hour to return to life. A creature revived this way serves you as a thrall. It has the stats of a Wight.
Your thrall obeys any verbal command you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. It counts as a creature summoned with a class feature for the purposes of your Spritual Affinity features.
You must finish a long rest before you can use this feature again.
Medicine Man
A medicine man channels the healing spirits of nature. These witch doctors are almost druidic in their affinity for plants and animals, and know how to harness the restorative power of nature.
They can sense the most potent herbs, the strength of an animal's venom, and the cycles of life and nature that surround them. A medicine man uses this connection to the natural world to craft powerful recipes to heal and strengthen his allies.
Adept Herbalist
When you choose this affinity at 2nd level, you gain proficiency with the herbalism kit as well as the Medicine skill if you don't already have it.
Natural Remedies
At 2nd level, you learn to use the plants and herbs of your surroundings to craft natural remedies. During a long rest, you can gather flowers, roots, and plants and use them to craft Herbal Recipes. Recipes lose their effectiveness after 24 hours.
You learn to make 3 Herbal Recipes: a Healing Poultice, and 2 more of your choice, detailed below. You learn an additional Herbal Recipe at 6th, 10th, and 14th level. Each time you learn a new recipe you can replace one recipe you know with a different one. hen you gain a level in this class, you can choose one of the Herbal Recipes you know and replace it with another one.
You can carry a number of Herbal Recipes equal to your Wisdom modifier + half your witch doctor level (rounded down).
As an action you can administer an Herbal Recipe to an ally within 5 feet, or throw it to an ally within 30 feet, who may use their reaction to use it immediately.
Heal by Moonlight
Starting at 6th level, you can use a bonus action to channel rejuvenating spirits into your healing arts. For 10 minutes, whenever you restore a creatures hit points with a spell, potion, or class feature, the creature regains additional hit points equal to half your witch doctor level.
You can use this feature a number of times equal to your proficiency modifier.
Deft Handling
Additionally at 6th level, you can throw or administer a remedy or Medicine Kit as a bonus action.
Master Herbalist
At 10th level you learn to craft Herbal Recipes more quickly. During any short rest you can craft a number of Herbal recipes equal to half your Wisdom modifier rounded up. These recipes will spoil if not used within 1 hour.
Rapid Treatment
By 14th level, you've honed your instincts when it comes to treating illnesses and injuries. When a creature you can see within 30 feet drops to 0 HP, you can use your reaction to move up to 30 feet and use a Healing Poultice or Medicine Kit to immediately stabilize them. When you do, the target regains hit points equal to twice your witch doctor level. You must finish a long or short rest before you can use this ability again.
Herbal Recipes
The recipes below are listed in alphabetical order.
Adrenaline Boost When applied, this remedy removes the Stunned condition from the target, and the target is immune to being Stunned for 1 minute.
Antivenom When applied, this remedy removes the Poisoned condition from the target, and the target is immune to being Poisoned for 1 minute.
Disease Cure When applied, this remedy removes all diseases from the target.
Elixir of Bravery When applied, the target has +1d4 to hit on its next attack, and on a hit, the weapon deals 1d4 extra damage.
Healing Poultice When applied, the target regains 2d4 hit points. This increases to 4d4, 8d4, and 10d4 at 6th, 10th, and 14th level respectively.
Mind Calming Tea When applied, this remedy removes the Frightened condition from the target, and the target is immune to being Frightened for 1 minute.
Numbing Salve When applied, the target gains temporary hit points equal to your witch doctor level.
Restoration Draught (Prerequisite: 10th level) When applied, this remedy removes one level of exhaustion from the target.
Smelling Salts When applied, this remedy removes the Charmed condition from the target, and the target is immune to being Charmed for 1 minute.
Hex Mage
Hex mages tap into the very essence of fate and chance, seeking glimpses of the future. They bond closely with the spirits that guide the threads of fate, and learn to adjust not just their own destinies, but those of their enemies.
A hex mage can use this connection to the loom of fate to cause dreadful luck and horrible tragedies to befall the poor soul who crosses them. For the enemies of a hex mage, every action they take fails, every choice they make is wrong, and every plan they make backfires. Every day is another opportunity for the universe to torment them, and with a hex mage tweaking the strands of fate, those opportunities become realities.
Voodoo Curse
Starting at 2nd level, you gain the ability to place a Voodoo Curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated.
When a cursed enemy hits a creature with an attack roll, succeeds on a saving throw, or makes an ability check, you can use your reaction to reduce the roll by 1d4. This increases to 1d6 at 10th level.
You must finish a long or short rest before you can use this feature again.
Shrunken Head
By 6th level you have learned occult tricks to defend yourself against the very spirits that you channel to afflict your foes, calling on the spirits to adjust the threads of fate in your favor.
You craft a shrunken head from a humanoid race of your choice (e.g. Goblin, Human, Elf, etc.), imbuing it with ancient magic. This process preserves the spirit that once inhabited the head and binds it to your service. You can use the same Shrunken Head that you use as a spiritual focus, or craft a separate one. You gain the following benefits:
- You know any languages the creature knew in life.
- Whenever you would fail a saving throw, you can reroll the die and must use the new roll. You must finish a long or short rest before you can use this feature again.
Dismal Luck
At 6th level, you gain the ability to place even more baleful jinxes on your foes. You can cast Hex at will, without expending a spell slot or material components.
You can use this feature a number of times equal to half your Wisdom modifier. You regain all expended uses when you complete a long rest.
Debilitating Hex
Starting at 10th level, your curses grow even stronger. You can choose one damage type when you finish a short or long rest. As a bonus action you can cause a cursed enemy to become vulnerable to your chosen damage type until your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1). When you finish a long rest, you regain all expended uses.
Master of Curses
At 14th level you master the art of bending the powers of fate to impede your enemies. You can now choose to afflict up to two creatures with your Voodoo Curse. Additionally, you gain a second use of your Voodoo Curse.
Head Hunter
Head hunters differ from most other witch doctors, being much more comfortable being in the fray of a battle. While most witch doctors will lurk in the back and work to give their allies advantages, head hunters will scout ahead as assassins, hunters, scouts, and reconnaissance. To that end they have focused their connection to the spirits into hiding themselves from detection and empowering their weapons.
Blowgun Expert
Your expertise hunting with the blowgun has taught you how to use it more effectively. Beginning at 2nd level, your blowgun now deals 1d6 piercing damage, and being within 5 feet of a hostile creature does not impose disadvantage on attack rolls with it.
Additionally, when you make an attack with a blowgun, you can use your Wisdom modifier, instead of Dexterity, for attack and damage rolls.
Venomous Darts
When you choose this affinity at 2nd level, you gain proficiency with the Stealth skill and Poisoner's Kit if you do not already have it.
Also at 2nd level, you begin carrying small doses of debilitating poison. You can coat your weapon or ammunition in poison as a bonus action. The next time you hit with a weapon attack made with a coated weapon, you deal an additional 1d6 poison damage.
You carry a number of doses of poison equal to your Wisdom modifier. These doses of poison replenish when you complete a short or long rest. Any poisons that you purchase or craft can also be applied to your weapons or ammunition in this way.
Spelldart
At 6th level, you learn to use your blowgun to channel and direct spiritual energy. You carve ritualistic symbols and figures into your blowgun, perhaps the shapes of animals, or the names of powerful ancestors. You can use this blowgun as a spiritual focus if you wish.
Your Blowgun now has a range of 30 feet. Whenever you cast a spell with a range of Touch, you can instead infuse the spell into a blowgun dart and make a Ranged spell attack with your blowgun. On a hit, the target suffers the weapon damage plus any effects from the spell. You may infuse darts with spells even if they are coated in poison.
You can use this feature a number of times equal to half your your Witch Doctor level. You regain any expended uses when you finish a Long Rest.
Evasive Attacks
At 10th level, you become an expert at slipping away before your enemy knows you've struck. When you make an attack, you may move up to 10 feet without provoking an opportunity attack. If you do, you may make a Wisdom (Stealth) check to hide. If you hit on the attack, you have advantage on this check.
Camouflaged Predator
At 14th level, you can use the camouflage of your surroundings to escape detection. You can take the Hide action as a bonus action on your turn. You can use your Wisdom modifier, instead of Dexterity, on this check.
Additionally, if you make a weapon attack with your blowgun while hidden or invisible, or while the target is otherwise unaware of you, you may choose to deal an additional 6d6 poison or acid damage (your choice.) You must finish a long or short rest before you can use this feature again.
Skinwalker
Bonus Proficiencies
When you choose this Spiritual Affinity, you gain proficiency with Medium Armor and Martial Weapons.
Skinwalker's Cloak
At 2nd level, you craft a magic cloak called a Skinwalker's Cloak to focus the spirits of beasts to enhance your skills in combat. This cloak can be used a spiritual focus.
As long as you are wearing your Skinwalker's Cloak, you gain the following features:
Spirit Animal Yyou choose a spirit animal and gain its feature.
Panther The Panther spirit lends you his graceful movement. You have advantage on Dexterity (Stealth) checks.
Cheetah The CHeetah spirit lends you his speed. You walking speed (and swim or climb speed if you have one) increases by 10.
Dolphin You gain a swim speed equal to your walking speed, and can hold your breath for 15 minutes.
Monkey You gain a climb speed equal to your walking speed.
Sprit Strike Additionally, while wearing your Skinwalker's Cloak, your unarmed strikes manifest spectral claws, fangs, spines, horns, or a different natural weapon of your choice. This strike deals 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. At 6th level, this strike counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Enhanced Spirit Animal
At 10th level, pick another animal spirit to harness in your Skinwalker's cloak. Choose one more spirit animal from the following.
Octopus When you take the attack action, you can make one unarmed attack as a bonus action.
Bear When an a creature hits an ally within 10 feet that you can see with an attack, you can use your reaction make a melee weapon attack against that creature.
Shark When Crit, add damage equal to half witch doctor level
Hyena When hit, reaction to laugh at enemy. Wis save or frightened of you until end of your next turn.
Greater Spirit Animal
At 14th level you have become a master at fighting together with your spirit animals. You gain another spirit animal from the list below.
Rhinoceros Your thick hide grants you resistance to one of either cold, poison, fire, acid or lightning damage.
Ox Proficiency in Con saves
Turtle Add Wis Mod to AC
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Witch Doctor Spells
Cantrips
Acid Splash (Conjuration)
Create Bonfire (Conjuration)
Control Flames (Transmutation)
Dancing Lights (Evocation)
Guidance (Divination)
Gust (Transmutation)
Infestation (Conjuration)
Magic Stone (Transmutation)
Message (Transmutation)
Minor Illusion (Illusion)
Mold Earth (Transmutation)
Poison Spray (Conjuration)
Ray of Frost (Evocation)
Resistance (Abjuration)
Shape Water (Transmutation)
Shocking Grasp (Evocation)
Thorn Whip (Transmutation)
Toll the Dead (Necromancy)
1st Level
Absorb Elements (Abjuration)
Animal Friendship (Enchantment)
Bane (Enchantment)
Beast Bond (Divination)
Cause Fear (Necromancy)
Cure Wounds (Evocation)
Detect Poison and Disease (Divination)
Detect Magic (Divination)
Dissonant Whispers (Enchantment)
Evil Eye (Enchantment)
Faerie Fire (Evocation)
False Life (Necromancy)
Fog Cloud (Conjuration)
Goodberry (Transmutation)
Healing Word (Evocation)
Inflict Wounds (Necromancy)
Purify Food and Drink (Transmutation)
Ray of Sickness (Necromancy)
Sleep (Enchantment)
Speak with Animals (Divination)
Tasha's Hideous Laughter (Enchantment)
2nd Level
Augury (Divination)
Crown of Madness (Enchantment)
Darkness (Evocation)
Enthrall (Enchantment)
Healing Spirit (Conjuration)
Hold Person (Enchantment)
Invisibility (Illusion)
Lesser Restoration (Abjuration)
Locate Animals or Plants (Divination)
Locate Object (Divination)
Magic Mouth (Illusion)
Mirror Image (Illusion)
Misty Step (Conjuration)
Shatter (Evocation)
Silence (Illusion)
Phantasmal Force (Illusion)
Protection from Poison (Abjuration)
Warding Wind (Evocation)
Web (Conjuration)
3rd Level
Animate Dead (Necromancy)
Bestow Curse (Necromancy)
Bind Voodoo Doll (Transmutation)
Blink (Transmutation)
Conjure Animals (Conjuration)
Dispel Magic (Abjuration)
Fear (Illusion)
Feign Death (Necromancy)
Gaseous Form (Abjuration)
Life Transference (Necromancy)
Mass Healing Word (Evocation)
Sending (Evocation)
Slow (Transmutation)
Speak With Dead (Necromancy)
Stinking Cloud (Conjuration)
Tongues (Divination)
Water Breathing (Transmutation)
4th Level
Arcane Eye (Divination)
Blight (Necromancy)
Charm Monster (Enchantment)
Confusion (Enchantment)
Compulsion (Enchantment)
Death Ward (Abjuration)
Divination (Divination)
Elemental Bane (Transmutation)
Freedom of Movement (Abjuration)
Grasping Vine (Conjuration)
Greater Invisibility (Illusion)
Guardian of Nature (Transmutation)
Hallucinatory Terrain (Illusion)
Locate Creature (Divination)
Mordenkainen's Private Sanctum (Abjuration)
Polymorph (Transmutation)
Sickening Radiance (Evocation)
Stoneskin (Abjuration)
5th Level
Awaken (Transmutation)
Contact Other Plane (Divination)
Contagion (Necromancy)
Control Winds (Transmutation)
Danse Macabre (Necromancy)
Dispel Evil and Good (Abjuration)
Dominate Person (Enchantment)
Dream (Illusion)
Farstep (Conjuration)
Greater Restoration (Abjuration)
Insect Plague (Conjuration)
Mass Cure Wounds (Evocation)
Raise Dead (Necromancy)
Scrying (Divination)
Tree Stride (Conjuration)
Wrath of Nature (Evocation)
6th Level
Bones of the Earth (Transmutation)
Create Undead (Necromancy)
Eyebite (Necromancy)
Find the Path (Divination)
Globe of Invulnerability (Abjuration)
Heal (Evocation)
Mass Suggestion (Enchantment)
Mental Prison (Illusion)
Planar Ally (Conjuration)
Soul Cage (Necromancy)
True Seeing (Divination)
Wall of Thorns (Conjuration)
7th Level
Etherealness (Transmutation)
Mirage Arcane (Illusion)
Plane Shift (Conjuration)
Power Word: Pain (Enchantment)
Regenerate (Transmutation)
Resurrection (Necromancy)
8th Level
Abi-Dalzim's Horrid Wilting (Necromancy)
Animal Shapes (Transmutation)
Control Weather (Transmutation)
Dominate Monster (Enchantment)
Feeblemind (Enchantment)
Telepathy (Evocation)
9th Level
Foresight (Divination)
True Polymorph (Transmutation)
True Resurrection (Necromancy)
Weird (Illusion)
Spell Descriptions
Bind Voodoo Doll
3rd level transmutation (ritual)
Casting Time: 1 minute
Range: 5 feet
Components: V, S, M (a drop of your own blood)
Duration: Instantaneous
Classes: Witch Doctor, Wizard, Warlock
You channel spiritual energies into a humanoid doll. You can use the same Voodoo Doll that you use as a spiritual focus, or craft a separate one. The doll lasts until it is destroyed. It has an AC of 12 and 5 HP and is immune to slashing, piercing, and bludgeoning damage from non-magical weapons.
As a bonus action, you attune your doll to a creature you can see. If you have a piece of the target, such as hair, a scale, or a drop of blood, you can target any creature that is on the same plane as you.
The doll remains attuned to the target until the doll is destroyed, you sever the connection (no action required), or the Remove Curse spell is used on the target. You can have only 1 Voodoo doll attuned at a time. As long as your doll is attuned to the target, you can use an action to use pins or thorns to prick the doll. If you do, the target must make a Constitution saving throw against your spell save DC or be affected by your doll. On a failed save, the target suffers 1d6 necrotic damage or one of the following effects.
Pricking different body parts on the doll will inflict different effects:
Blind: Until the start of your next turn, the target has disadvantage on Wisdom (Perception) checks that rely on sight.
Deafen: Until the start of your next turn, the target has disadvantage on Wisdom (Perception) checks that rely on hearing.
Torso: Until the start of your next turn, the target cannot regain hit points.
Arms: Until the start of your next turn, the target has disadvantage on attacks made with weapons or unarmed strikes
Legs: Until the start of your next turn, the target's speed is reduced by 10 feet
You can choose other effects, such as holding a torch to the doll to cause burns to your target. Work with your DM to determine what effects you can inflict with your voodoo doll.
Evil Eye
2nd level Enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a drop of your own blood)
Duration: Instantaneous
Classes: Witch Doctor, Wizard, Warlock
As a bonus action, you can create maddening visions of doom and despair in the mind of a cursed or hexed creature within range and its companions.
When you do so, you deal 1d6 psychic damage to the cursed target that you can see, and each creature of your choice within 5 feet of it.
At Higher Levels. W hen you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Wight
Medium undead, neutral evil
- Armor Class 14
- Hit Points 45 (6d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
- Skills Perception +3, Stealth +4
- Damage Resistances necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That aren't Silvered
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages the languages it knew in life
- Challenge 3 (700 XP)
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) slashing damage. one handed
Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.
Homebrew by /u/LaynePlaysGames
Art on Page 01 by Deathstars69
Art on Page 03 by Nord-Sol
Art on Page 06 by Rodrigo Ramos
Art on Page 07 by Park Yeong Min