Druid
Base Class: Druid

Witch Doctor Druids know that to fully understand something, you must control it. Separated from civilization, Witch Doctor Druids have traversed the wilderness using shadow magic to dominate creatures without even being seen. 

Spell-Infused Dart

2nd-level Witch Doctor feature

Starting at 2nd level, you become proficient in blow darts. As a bonus action, you may infuse a dart with a spell for 1 minute. If the dart hits an enemy or ally, it will cast the spell focusing on the target along to dealing the damage done by the dart (the dart does no damage to allies). You use Wisdom rather than Dexterity for your attack and damage modifier when using an enchanted blow dart. A creature hit with a dart automatically fails whatever save the spell has them make. You may use this skill a number of times up to your Wisdom modifier (min 1.).Each dart deals 1d4 necrotic damage, and the necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Your link to spirits and your ability to tap into the magic of nature and shadows grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Witch Doctor Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Witch Doctor Spells
Druid Level Spells
2nd charm person, hideous laughter
3rd blindness/deafness, bestow curse
5th animate dead, animate objects
7th magic jar
9th cloudkill, contagion

 

Create a Voodoo Doll

3rd-level Witch Doctor feature

Starting at 3rd level, you may spend 10 minutes constructing an unconnected voodoo doll from either a hair, nail clip, or bone, hay, straw, or grass, and 1 silvers worth of incense. As a reaction after the target has been injured, you may hex the target, connecting their soul to the doll. The doll has hit-points equal to the target, an AC of 5, and is classified as a construct. Once created, you can choose which type of doll it is. 

Totem. If the doll takes damage, the intended target takes damage equal the damage the doll has taken in necrotic damage. The target will feel any pain inflicted on the doll. However, it will not cause any physical damage to the target’s body. If the doll is tossed into a fire and left there for 5 minutes, or submerged in water for 5 minutes, the target must make a Wisdom saving throw, or take 100 points of necrotic damage. The target will take damage as long as they are on the same plane as you, with unlimited range.

Poppet. If you stick a pin in the dolls head, the victim has disadvantage on all Intelligence checks until it is removed. If you stick it in the heart, they have disadvantage on all Constitution checks. Arm gives them disadvantage on all Strength checks, Leg gives disadvantage on all Dexterity checks, groin gives disadvantage on all Charisma checks, and finally belly gives disadvantage on all Wisdom checks. Instead of sticking a pin into the doll, you may rub your blood on the area to give it advantage instead. With each pin stuck, or rubbed blood, the target takes 1d6 necrotic damage or 1d6 healing. This increases to 1d8 at 6th level, 1d10 at 8th level, and 1d12 at 10th level.

RULE TIP: UNBIND DOLL

The only way to unbind the doll is for either the Witch Doctor to undo the ritual, the magic is dispelled from the doll, a Remove Curse spell is casted on the intended target or the intended target tears off the dolls head. You may have an amount of voo doo dolls equal to your Warlock level.

Spirits Guide Me

6th-level Witch Doctor feature

Starting 6th level, you are blessed by a permanent +1 to saving throws, and attack rolls, and are immune to disease and poison. In addition, you may cast Divination without expending a spell slot as long as you provide burnt animal or human bones, a strand of your hair, and 50 gold worth of incense as a tribute. You may use this ability once per long rest.

Blessing and a Curse

10th-level Witch Doctor feature

Starting 10th level, you may choose from either one of these abilities:

Stalwart Spirit. Your connection with the spirit world teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed and frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the charm or fright back on that creature. The creature must succeed on a Wisdom saving throw (DC {{savedc:wis}}) against your Druid spell save DC or be charmed or frightened by you for 1 minute.

Dark Hex. You may spend 10 minutes of downtime creating a salve from a frog’s leg, grounded bone, and saliva. As an action, you can toss the salve in an area within 20 feet. When it lands, all creatures within 5 feet of the landing zone must make a Wisdom saving throw (DC {{savedc:wis}}), or be transformed into a Frog for 1 hour. Those affected by the potion are transformed until their form reaches 0 hit points. You may only make 1 salve at a time.

Looming Shadow

14th-level Witch Doctor feature

When you hit a creature with an attack, you can use this feature to instantly Summon 3 Shadows. They grab the target and attempt to drag them into the Shadowfell. The target must make a DC 15 Strength Saving Throw or be dragged to the Shaddowfell.

If they are dragged to the Shaddowfell: At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 5d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can’t use it again until you finish a long rest.

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