At 14th level, you gain the ability to literally drink the souls of your fallen enemies. Witch's also take 50% of their maximum health in damage when a talisman is destroyed. He is unable to take any additional movement, action, or bonus action on that turn. 2nd: alter self, animal friendship, arcane lock, augury, barkskin, blindness/deafness, blur, calm emotions, darkness, detect thoughts, enthrall, gust of wind, heat metal, hold person, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic mouth, mirror image, misty step, moonbeam, phantasmal force, ray of enfeeblement, scorching ray, see invisibility, suggestion, web, zone of truth While frightened, creatures must take the Dash action and move as far away from the Witch Doctor as possible on each of its turns. A young woman sews together a small poppet of a wicked man, lips twisted in a cruel smile. [Level 5 Passive effect] - You have been blessed by the Great Locust Spirit. Once your talisman has been imbued with a spell, it can never lose it. When you multiclass into this class, you gain the following proficiencies: herbalism kit, shortbows, and daggers. You have immune to the charmed condition, and magic can’t put you to sleep. 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. Dans ces pages jaunies se mélangeaient des histoires de héros audacieux, d'animaux étr… Special Multiclass Character Builds for Seafaring Adventures in D&D 5e. To qualify for multiclassing into this class, you must meet these prerequisites: Intelligence 15 and Constitution 13. Only 1 soul can be stored at a time. [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. On his next turn, he attempts to place a Voodoo Curse on all hostile targets within 30 feet. Hit Points. As a witch, attuned to the natural flows of magic through the universe, you have a mystical talisman translating spells that turn the hope for magic into true power. Dexterity is a good score as well. One piece of it always remains: the burned husk of a witch’s broom, the blackened crystal from a gorgeous necklace, the broken hilt of a cruel knife. 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. At 1st level you start with 4 1st level witch spells imbued in your talisman. 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. 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. At particular levels, the Witch Doctor gains access to more of these abilities so long as he meets the prerequisites. Witch Doctor, Variant (5e Class) A twig snaps in the darkness. Once you use this feature, you can’t use it again until you finish a short or long rest. Today. A target takes the weapon damage plus poison damage depending on what kind of poison is currently stored in the spear on a hit. 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. Roll a ranged spell hit for each jet—on a hit, the target takes 2d6 fire damage. Its description suggests, casually and without elaboration, that [t]his approach encourages the characters to spend time out of the dungeon. Choose one 6th-level spell from the Witch Doctor spell list as this power. They obey any verbal commands you give them. Dungeons And Dragons Races Dnd Dragons Dungeons And Dragons Homebrew Character Concept Dnd Character Sheet Dnd Stats D D Races Dnd Classes Dungeon Master's Guide. Hit Dice: 1d6 per Witch, Variant level Hit Points at 1st Level: 6 + Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Witch, Variant level after 1st Proficiencies. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Witch Doctor level after 1st, Armor: Leather, Shields 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. Roleplaying Charisma in D&D and TTRPGs. On a failed save, it takes 2d6 thunder damage and becomes deafened for 5 minutes. 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. 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. [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. That Voodoo That You Do [Black Magic, passive effect] - Nobody do dat voodoo like you do! The Witch Doctor has chosen to sell his soul for power, but to whom is the question you must face. Transforming requires a bonus action, and you can transform a number of times equal to your Witch Doctor level per short or long rest. The target can continue making Wisdom saving throws (with disadvantage) at the start of every turn in order to break the curse. The Witch Doctor has made a pact with an entity known as 'the Old God'. C'étaient les histoires d'un peuple sans repos qui depuis longtemps avait embarqué sur les mers et les rivières, d'abord pour piller et terroriser, puis pour s'installer. 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. Ancestral Guardians can also serve as guides, able to help steer unmade decisions in the right direction. The material in this article is presented for playtesting and to spark your imagination. You gain advantage to initiative rolls and may activate one partial transformation as initiative is rolled. She gives homemade sweets to the children and is quick to come over when childbirth or sickness takes someone abed. [Bargain with Old God, level 5 passive effect] - Two heads are better than one, they say! Follows the same rules as "Hex.". The witch never feels the negative effects of aging and will remain her chosen age unless she wishes to assume another of the two forms, which takes a short rest. Talismanic Spells: A witch does not keep her knowledge neatly stored in a series of textbooks, she absorbs the secrets of magic directly into her own soul and stores their power within the talisman she has entrusted her fate to. When a witch dies, their talisman is destroyed in a spectacular display of magical power. "She wasn't supposed to die!" The man muffles a scream, clutching his dagger tightly as he scrambles back to his feet. 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. When the wise witch or a creature within 60 feet of her fails a saving throw, she may use an immediate action to allow them to reroll that saving throw. 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