Flavor text
Witch doctors are inspired by the magics of fiends, fey ,and hags they study how the creatures work and there rituals then imitate it to form there own unique spells and abilities.
Witch Doctor
Standing in a dark room illuminated by candle light the black fur of the old Tabaxi blurs his outline as he lifts a crooked glass dagger above a stone table on which a injured Knight lays. The ominous humming of insects wings are back drop to a cacophony of chants coming from the Tabaxi as he pulls herbs from his bag sprinkling them over the guard as he plunges the dagger down beside as a haze of red mist fills the room you hear a yelp of pain then the mist clears the wounds of the Knight are sealed and the old Tabaxi accepts a bag of coin as payment. Although they may use monsters for inspiration of there magic they are still doctors and are willing to heal those around them assuming they entrust them to do so.
Copy Casters
Witch doctors learn there magic through study similar to a wizard but instead of learning through books they learn more practically by mimicking the words and actions of hags, Fey and fiends who cast magic then sharing there studies with the coven they refine there magic to make it there own.
Nature's Parasites
Witch doctors are also great users of natural components in there spell similar to druids but without the strong connection to mother nature. Witch doctors wish to preserve nature in the same way a necromancer may wish to preserve a body; not as it has sentimental value but as it is useful for them. This is the same way many witch doctors view nature its magic is for them to plunder with diffrent coven taking it to diffrent extremes. (Menagerie capturing and training all sorts of odd creatures into servitude)(Alchemy covens uses all kinds of rare plants and animal some covens even accidentally put a type of plant they used into extinction)(sanguine necromancy on another level taking the life force of creatures straight from there veins and using that magical force to cast spells)
hit dice:
d8
hit points at 1st level:
8+ constitution modifier
hit points at higher levels:
1d8 (5) + constitution modifer
armor proficiencies:
light armor
weapon proficiencies:
Daggers, darts, slings light crossbow
tools:
None
saving throws:
Constitution and intelligence
skills:
Choose two from nature, arcana, animal handling, survival, perception and medicine
starting equipment:
Ritual dagger, Magic focus or component pouch, sling and leather armor
spellcasting:
inspired by hags fey and fiendish magics you use natural magics similar to that of a druid or warlock. Your spell casting modifier is intelligence.
Known spells
You know 4 1st-level spells of your choice from the witch doctor spell list.
You learn an additional witch doctor spell of your choice at each level except 12th, 14th, 16th, 18th, 19th and 20th each of these spells must be of a level of which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the Witch doctor spells you know and replace it with another spell from the witch doctor spell list, which also must be of a level for which you have spell slots.
Ritual casting
You can cast a Witch doctor spell you know as a ritual if that spell has the ritual tag and you have the spell known. In addition using your ritual dagger you can copy one spell ritual you have watched being cast and that spell is now known to you but you can only cast it as a ritual.
Magical focus
Which doctors tend to use component pouches for their spells but some have been seen using variations of druidic focuses and even unique foci like a bag of animal bones or a rare orchid.
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.
Spell List
Cantrips
True Strike
Guidance
Poison Spray
Produce Flame
Minor Illusion
Ritual of Pain (HB)
Level 1
Animal Friendship
Bane
Blink Dagger (HB)
Charm Person
Create or Destroy Water
Cure Wounds
Comprehend Languages
Ensnaring Strike
Entangle
Faerie Fire
Fog Cloud
Hex
Hellish Rebuke
Healing Word
Jump
Longstrider
Ray of Sickness
Sleep
Speak with Animals
Witch Bolt
Level 2
Alter Self
Animal Messenger
Augury
Barkskin
Beast Sense
Blindness/Deafness
Enhance Ability
Field of Bones (HB)
Gentle Repose
Hold Person
Invisibility
Lesser Restoration
Locate Animals or Plants
Misty Step
Ray of Enfeeblement
See Invisibility
Silence
Spider Climb
Spike Growth
Web
Wicked Willow (HB)
Level 3
Bestow Curse
Call Lightning
Calming wind (HB)
Create Food and Water
Dispel Magic
Elemental Weapon
Fear
Feign Death
Gaseous Form
Hypnotic Pattern
Lightning Bolt
Magic Circle
Plant Growth
Remove Curse
Speak with Plants
Sleet Storm
Speak with Dead
Speak with Plants
Stinking Cloud
Water Breathing
Water Walk
Level 4
Blight
Confusion
Control Water
Grasping Vine
Hallucinatory Terrain
Locate Creature
Polymorph
Shoving Souls (HB)
Stone Shape
Stoneskin
Giant insect
Level 5
Awaken
Bubble and Boil (HB)
Cloudkill
Commune with Nature
Cone of Cold
Dream
Geas
Greater Restoration
Insect Plague
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
Teleportation Circle
Tree Stride
Wall of Stone
6th level
Eyebite
Flesh to Stone
Forbiddance
Harm
Heal
Mass Suggestion
Soul Transfusion (HB)
Transport via Plants
Wall of Thorns
7th level
Fire Storm
Mirage Arcane
Prismatic Spray
Plane Shift
Resurrection
Symbol
8th level
Antimagic Field
Antipathy/Sympathy
Control Weather
Earthquake
Feeblemind
Glibness
Mind Blank
Incendiary Cloud
Tsunami
Voodoo doll (HB)
9th level
Astral Projection
Foresight
Imprisonment
Mass Heal
Rebirth (HB)
Shapechange
Storm of Vengeance
True Polymorph
Weird
class features:
Ritual dagger
At First level you receive a dagger from your Coven if it is ever destroyed or stolen a new one can be created with 50gp of materials and a mundane dagger the ritual takes 1 hour and the old dagger is destroyed wherever it is. The effect of the dagger changes depending on the your Coven and they are regularly decorated to suit the individual
Witch Doctors Coven
At First level you get to choice from 3 choices; Sanguine Coven, Menagerie Coven ,and Alchemist's Coven. This choice will effect your other abilities like ritual dagger and Coven Familiar and grant you different features at 2nd and 8th level.
Coven Ability
At second level Your Witch Doctor Coven gives you a new way to use your spells depending on your Coven. You get another 8th level.
Wicked Dissertation
At third level you finish your Dissertation and become a true witch doctor every Witch Doctors Dissertation is different and unique personalized to the Doctor in question. You gain additional dissertations at 10th 14th 18th level .choice one of the features from the list bellow
Interdisciplinary Spell Memorization
You learn 3 new spells from another class.
Cantrip Urgency
You can cast a cantrip that takes an action as a bonus action. If the cantrip has a saving then the Creature has advantage, if the cantrip is a spell attack you have disadvantage on the roll.
Tough Hide Brew
You AC becomes equal to 9+Dexterity+ Intelligence.
Natures Medicine
You learn lesser restoration and remove curse as a ritual spell. They can only be cast as a ritual.
Hag Eye
You can craft a magical pendent and link 3 humanoid creatures to the pendant any of the creatures can use an action too see through the hag eye as long as they are on the same plane of existence. The hag eye has a 60ft darkvision and passive perception equal to 10+ Your intelligence.
Ritual Veil
You learn to cast pass without trace with as a ritual spell. it doesn't require your concentration but if you move faster then 10ft per turn you loose the bonus to stealth until you stop moving.
Writing Recall
after you read a book, note ,or any other text you can recall the exact words for the next week. in addition you can completely recall 1 book you read before you regained this ability.
Stable Levitation
You learn to cast levitate as a ritual spell. it doesn't require concentration and lasts until dispelled as an action or you cast levitate on another object using this feature. you can only cast this on objects.
Dual Cognition
Requirement: 10th level
You can concentrate on two spells that are 4th level or below.
Twin Ritual Dagger
Requirement: 10th level
You can have two Ritual daggers at the same time. also allows a trusted creature to also use the daggers abilities.
Ritual Stone
Requirement: 10th level
You can cast one ritual Spell on the ritual stone and as an action you can cause the effect of the ritual spell cast without using a spell slot.
Unseen Familiar
Requirement: 10th level
As a action your familiar can turn invisible. the invisibility end if it attacks or casts a spell.
Utility Sigils
Requirement: 14th level
You gain the ability to paint or carve a magic sigil into a slate or bark. At the start of each day you choose which sigil to Paint/carve. The Sigual can be given away to other creatures but you can only have one sigil at a time and it takes 1 minute to paint/carve the elaborate sigil into the slate/bark.
Sigil of Strength. As an action the creature Increases the user's strength score to 19 for 30 seconds recharges after 1 hour.
Sigil of the Lost. The Sigil makes it so you cannot get lost unless by magic means, allowing you to recall the exact direction you came from and giving you a mental map of the last 10 minutes of are you passed through.
Sigil of Necromancy. You can use the sigil to cast Gentle Repose as a ritual even if you are not a spell caster and do not know the spell. In addition you can command an undead of CR 1 or below as an action the undead makes a wisdom saving throw or follow that command. You can also cast animate dead as a ritual but you do not gain control of the undead creature.
Sigil of Healing. The sigil heals a creature for 10 hit points when they fall unconscious this takes 10 hours to recharge
Trap Marks
Requirement: 14th level
You paint or carve a Mark into a surface, (could be a floor tile, a door, wall ,or even tree) as an action there are 4 marks to choose from. This ability has two charges that recharge after a short rest. Marks last until dispelled or another mark is created or the mark is moved more then 5 ft.
Mark of entanglement. The creature that touches the mark has to make a dexterity saving throw equal to your spell save DC or be entangled in vines.
Mark of illusion. Creates an illusionary effect that causes creatures who fails an intelligence saving throw to become disoriented and possibly lost.
Mark of Welcoming. Alerts the you and the creature to each others location and allows you to communicate with them telepathically.
Mark of Transportation. A creature who touches the mark is magically transported up to 60ft to a location you choice when making the mark
Sanguine Spear
Requirement; Sanguine Coven.
You learn a unique cantrip. Spear of Blood: as a bonus action you make a ranged spell attack (range 30ft) on hit deal piercing damage equal to the piercing/slashing damage you did this turn.
Hyperarcemia
Requirement; Sanguine Coven.
You have high arcane presence in blood. This allows you to use blood magics using your own life force at half the cost.
Painful Plasma
Requirement; Sanguine Coven.
Spells cast with blood magics deals half damage
Vampirism
Requirement; 10th level, Sanguine Coven.
After you deal slashing or piercing damage heal for 1+ your intelligence modifier
Hungry Blade
Requirement; 10th level, Sanguine Coven.
Gain an extra attack and an additional 2d6 damage if you already dealt slashing/piercing damage this turn.
Spell Hemorrhaging
Requirement; 18th level, Sanguine Coven.
Damage done by your spells counts as slashing/piercing for the Blood Magic ability
Cheap and Chunky
Requirement; Alchemist's Coven
You can craft potions using an alchemy kit at half the price but they have an unpleasant texture which makes them harder to sell. chunky spell potions are also easier to make reducing the spell level required to craft them by 1 (minimum of 1) but once again have this unpleasant texture.
Arcane Poisons
Requirement; Alchemist's Coven
Your poisons are magically enhanced they deal an extra dice of damage and ignore resistances and do half damage to immune creatures.
Mass potion production
Requirement; Alchemist's Coven
You can craft more spell potions, you get extra levels of spell equal to your proficiency bonus you can put in your spell potions.
Smooth Drink
Requirement;10th level, Alchemist's Coven
Your potions/poisons can be consumed as a bonus action.
Alchemical Injection
Requirement;10th level, Alchemist's Coven
Creatures have disadvantage against your potions and poisons when applied with your ritual dagger.
Hopeless Defense
Requirement;18th level, Alchemist's Coven
Creatures effected by your spell potions of 3rd level and bellow always fail the saving throw.
Creature Combat Training
Requirement; Menagerie Coven
Creatures under your control add your intelligence modifier to their attacks, AC and damage.
Toxin Gland Transplant
Requirement; Menagerie Coven
Creatures under your control are Poisonous to the touch when they are hit with a melee attack the attacker must make a constitution saving (Equal to spell save DC) on a failed save the creature takes 2d6 (increasing to 4d6 at level 5 and 6d6 at level 11 and 8d6 at level 17) poison damage or half as much on a successful one.
Elemental Enchantment
Requirement; Menagerie Coven
You gain the ability to enhance the creatures you control as a 1 hour ritual you can give a creature you control a elemental attunement to one of the following elements; acid, cold, fire, lightning, or thunder. The creature is resistant to that damage type and deals 1d4 (increasing by 1d4 at 5th, 11th ,and 17th level) extra damage of that type. A creature can only be elementally attuned to one element at a time you can repeat the ritual to change the element.
Bulky Familiars
Requirements; Level 10, Menagerie Coven
You can now control larger creatures up to medium size there, you can also summon larger versions of smaller creatures there HP doubles and AC increased by 2 size changes from small to medium and tiny to small.
Undying Servants
Requirements; 10th level, Menagerie Coven
Creatures under your control gain Undead Fortitude and resistance to necrotic damage. Once per Short rest as an action you can revive all the creatures you control that died in the last minute with 1HP
Swarm Tactics
Requirements; 10th level, Menagerie Coven
3 creatures you control can swarm together. the creatures HP are added together and they gain a +2 to AC (Average AC if they are different rounding down). the swarm deals half damage when bellow half health. they gain resistance to slashing, bludgeoning and piercing damage. The swarm has multi-attack and can make one attack from each creature and can use any of the creatures abilities.
Chimera
Requirements; 14th level, Menagerie Coven
one of your familiar becomes a chimera gaining the abilities of any 2 small or tiny Elemental, beast, ooze, fey, dragon, fiend or plant and having an averaged AC , HP ,and ability scores equal to those creatures (rounded down).
Mythology Specialization
Requirements; 18th level, Menagerie Coven
When you take this dissertation you choice one of Elemental, beast, ooze, fey, dragon, fiend or plant. creatures of that type from your find familiar and ritual dagger of the wild ability can now be CR 2 and bellow instead of CR 1. you can command all the creatures you control of that time as an action giving different commands to each creature.
Ability score improvement
At 4th, 8th, 12th, 16th and 19th level you can increase one abilities score by two or two abilities scores by 1, or if your DM allows it take a feat instead.
Coven familiar
At 6th level you learn the find familiar spell if you don’t already know it with additional options depending on your Coven.
Coven Ritual
At 17th Level you learn your Coven's Signature ritual. The rituals take 10 minutes to perform and can be performed once per long rest. The ritual you learn is dependent on your Coven.
Mystical Mimicry
At 20th Level your understanding of Monster magic lets you mimic the actions and rituals of Monsters. As an action once per long rest you can copy a monsters ability for example you watch the dragon breath fire upon your allies and quickly analyze the natural magic mimicking it to produce your own dragon breath weapon Or you discover a Mimic within the bar inspired by its false appearance you create a magic disguise morphing you into a chair, door ,or chest.
subclass options:
Sanguine Coven
This coven was inspired by blood hunters and the rituals used to summon fiends they focus on using blood as magical fuel but find the blood hunters use of there own life unnecessary when there is so much blood available else where. At the end of the day blood just isn't that magical enough to deal hurt other creatures so they use the blood for both healing, weakening enemies and enhancing themselves in battle casting.
Extended spell list
Level | Spells |
1 | Armor of Agathys, False Life |
3 | Cloud of Daggers, Spiritual Weapon |
5 | Vampiric Touch, slow |
7 | Fire Shield, Staggering Smite |
9 | Conjure Volley |
11 | Blade Barrier |
13 | Mordenkainen's Sword |
Additional Proficiency
You are trained in using more weapons and armor as part of joining the Blood Coven. you gain proficiency in martial weapons and medium armor.
Sanguine Coven Dagger
The Blood Coven Dagger lets you use your knowledge of anatomy to slice and stab in all the right places with its precise and sharp edge. Your intelligence modifier and proficiency is added to the blade's damage (minimum of +1).
Blood Magic
At second level you learn to harness the magic within blood of living creatures, after you deal piercing or slashing damage to a creature (cannot be a construct or undead) you can cast a spell of level equal to 1/10th the damage without using a spell slot as a reaction. Spells cast in this way deal no damage and lose concentration on the spell at the start of your next turn.
Blood Bank
at 6th level you gain the option to summon A Blood Bank, Giant Mosquito (can also take the form of a flying pig with the same stats) as your familiar that absorbs nearby magic from fresh wounds, storing it for when you need it, when using the blood magic ability you may also include the damage done last round (this ability can only be used every other turn).
Ritual weapon upgrade
At 8th level you can now make any weapon into a ritual weapon dealing the additional damage equal to your intelligence modifier+ proficiency modifier in addition the weapon can be used as a spell casting focus and is a +1 weapon if not already.
Menagerie coven
This coven loves nature but not in the same way most would they keep there creatures captive either with magics or physical cages and love to use these creatures in odd ways enhancing there ability's and doing experiments on them. they have mastered the works at controlling familiars and have even managed to make familiars of uncooperative creatures such as fairy dragons and Oozes.
Extended spell list
Level | Spells |
1 | Find Familiar, Sleep |
3 | Find Steed, Enlarge/Reduce |
5 | Conjure Animals, Spirit Guardians |
7 | Dominate Beast, Conjure Woodland Beings |
9 | Conjure Elemental |
11 | Conjure Fey |
13 | Simulacrum |
Additional Proficiency
You deal with a lot of animals while being a member of the coven and even got to learn to ride a few different kinds of beasts. You gain proficiency in Animal handling and Riding.
Dagger of the wild
At first level your ritual dagger can transform into any small or tiny Elemental, beast, ooze, fey, dragon, fiend or plant of CR ⅛ or less (increases to ¼ at 5th level and ½ at 11th and 1 at 17th)
Species Versatility
At second level. You learn to alter your spells to target a specific type of creature it takes 10 minutes to alter a spell to target a different type of creature then stated in the spell. (For example hold person can only target humanoids but given 10 minutes you can change your hold person spell to be able to hold beasts, dragons or elementals etc. instead of humanoids.)
Family of Familiar
At 6th level you can summon and command two familiars at once in addition you can cast find familiar as an action without using any material components and can summon any small or tiny Elemental, beast, ooze, fey, dragon, fiend ,or plant of CR 1 or bellow as your familiar.
Independent minions
At 8th level the creatures you control all gain intelligence equal to your intelligence modifier and gain the ability to use magic items weapons and armour as well as cast spells and take actions of their own given your commands as instructions without need of constant commands.
Alchemist's Coven
There skill with magic has manifested in odd ways they craft potions and poison out of there spells to either support other adventures or let loose a mess of spells quickly, there poison's and potions are more effective then the common version but this potency comes at the cost of longevity as most there potions won't last longer then a few hours and almost none more then a day.
Extended spell list
Level | Spells |
1 | Goodberry, Grease |
3 | Enhance ability, Heat Metal |
5 | protect from energy, Leomund's Tiny Hut |
7 | Greater Invisibility, Leomund's Secret Chest |
9 | Hallow |
11 | Magic Jar |
13 | Regenerate |
Additional Proficiency
Obviously you gain skills with alchemist Supplies while in the Alchemy Coven but poisoner's you find out have similar preparation methods so why not learn both .You gain proficiency with Poisoner's Kit and Alchemist's Supplies.
Dagger of Transfusion
At first level poisons and potions applied to your ritual dagger have there saving throw are increased by your proficiency modifier
Spell Potions
At second level, After any long rest you can chose a number of spells for a total spell level of half your Witch doctor level (rounded up). You save these spell effects as spell potions that last until the next long rest rest
Spell slots are consumed as if you cast those spells. eg. a level 5 Witch doctor could do one Barkskin (level 2) potion and one cure wounds (level 1) potion.
Alchemist’s Ooze
At 6th level the Alchemical Ooze becomes a Familiar option. Whenever you make a spell potion or any other potion your Alchemist’s Ooze can bring it to life in the form of a Liquid Ooze. The Liquid Ooze has one hit point and AC equal to your 12+ Your intelligence modifier it has a 20ft climbing and walking speed and is a tiny ooze. As a action you can command the Liquid Ooze cause its potion/spell effect or to force its way down someone's throat (melee attack equal to spell attack modifier automatically succeeds if creature is willing or unconscious). When a Liquid Ooze dies it’s potion/spell effect takes place. A Liquid Ooze dies after and hour.
Rushed Alchemy
At 8th level as an action you cast 2 spells ,of 3rd level or lower, putting them into a potion mixture along with one random effect you can then hold the potion for later (up to 10 minutes) or throw/drink it as a bonus action.
Random effect;
1. Nothing
2. The creature maxes a wisdom save on a failed save is transformed into a rabbit as if under the polymorph spell repeating the save each turn.
3. The creature takes 3d6 lightning damage creatures within 5ft of the creature have to make a dexterity save or take half that damage.
4. The creature healed for 3d4 hit points
5. The creature can no longer speak
6. A imp appears in the location of the potions use (controlled by the DM)
7. The creature hit swaps places with a random creature nearby before any other spell effect takes place
8. You gain the effect of the barkskin spell
9. Fireball as a 5th level spell in that location.
10. all objects and creatures within 30ft begin to levitate as if under the “levitate” spell.
Level | Features | Cantrips known | Spells known | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
---|
1 | Spell casting, witch coven, ritual dagger | 2 | 4 | 2 | - | - | - | - | - | - | - | - | |
2 | Coven ability | 2 | 5 | 3 | - | - | - | - | - | - | - | - | |
3 | Wicked Dissertation | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - | |
4 | Ability score improvement | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - | |
5 | - | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - | |
6 | Coven familiar | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - | |
7 | - | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8 | Ability score improvement, Coven Ability | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - | |
9 | - | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10 | Second Dissertation | 4 | 13 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | |
11 | - | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | |
12 | Ability Score Improvement | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
13 | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14 | Third Wicked Dissertation | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
15 | - | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
16 | Ability Score Improvement | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
17 | Coven Ritual | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18 | Final Dissertation | 4 | 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19 | Ability Score Improvement | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | |
20 | Mystic Mimicry | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 | |