Druid
Base Class: Druid

Witch Doctors are spiritual warriors who summon dead souls and crawling creatures to do their bidding. They also use their connection with nature to practice other forms of necromancy, like resurrection spells and rituals. While surrounding themselves with a mix of conjured zombies and vermin, druids from the Circle of Witch Doctors are free to assault their enemies with corrosive attacks, poison clouds, and dark curses.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the chill touch cantrip. This counts as a druid cantrip for you, but it does not count towards the number of cantrips you know.

Undead Swarm

You can summon a swarm of undead creatures to aid you in battle. As an action, you can expend one use of your Wild Shape feature to summon any swarm of beasts with a challenge rating as high as 1 (like a swarm of insects or a swarm of rats), rather than assuming a beast form. The swarm's creature type is undead instead of beast, and also has temporary hit points equal to your druid level.

The swarm appears in an unoccupied space of your choice that you can see within 30 feet of you. Any attack it makes uses your spell attack modifier and deals an addtional 1d6 damage. At 14th level, this bonus damage increases to 2d6 damage.

The swarm is friendly to you and your companions and obeys your commands. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The swarm stays for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon another swarm, or until you die.

Circle Spells

Your have a connection to the dead, which allows you to use the magic of necromancy. Your link with the spirits grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Witch Doctors 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.

Circle of Witch Doctors Spells
Druid Level Spells

3rd

acid arrow, ray of enfeeblement

5th

animate dead, bestow curse

7th

death ward, vitriolic sphere

9th

 cloudkill, raise dead

Doctor of Death

At 6th level, your life-restoring and death-dealing magic is significantly strengthened. Whenever you cast a druid spell, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, necrotic, or poison damage, and the bonus equals your Wisdom modifier (minimum of +1).

Also, whenever you bring a creature back to life or use a spell to conjure a beast or an undead creature (like a creature created by the animate dead spell), the creature gains extra hit points equal to your druid level.

Improved Undead

At 10th level, you can choose the form of resurrection magic you use when you summon undead creatures. Whenever you summon your Undead Swarm or use the animate dead spell to summon undead humanoids, you can choose from the following variant forms it can take, which gives it additional benefits.

Hellspawn. Whenever the undead hits an enemy with an attack, the target must succeed a Constitution saving throw against your spell save DC or be set on fire. For 1 minute or until something douses the flames, the target takes 2d4 at the start of each of its turns. The target can also take an action to put out the flames. The undead is also immune to fire damage

Rotting. The rotting undead has an aura of poisonous mist that has a 10 foot radius. Whenever a hostile creature starts its turn within the aura or enters the aura for the first time on its turn within 10 feet of the undead, the creature must make a Constitution saving throw against your spell save DC or take 2d6 poison damage. The undead is also immune to poison damage.

Spectral. The undead has a flying speed of 10 feet if the original form did not have a flying speed and can move through objects. It takes 1d10 force damage if it ends its turn inside of an object and is shunted to the nearest unoccupied space. Whenever the undead is hit with a melee attack from a hostile creature, the creature takes 1d10 necrotic damage. The undead is also immune to necrotic damage.

Voodoo Curse

When you reach 14th level, you can invoke a curse on a creature by binding their soul to a magical voodoo doll. As a bonus action, you can target a creature you can see within 60 feet of you. The creature must succeed a Constitution saving throw against your Druid spell save DC or be under a voodoo curse. When this happens, a tiny voodoo doll that resembles the creature appears in your hand.

During the duration of the voodoo curse, you gain the following benefits:

  • You can cast a spell targeting the creature using the voodoo doll as a spellcasting focus. If you do so, you do not have to see the creature to target it and the range of the spell increases to 1 mile. If it is a spell attack, the attack automaticay hits regardless of the roll.
  • You always know the direction and distance this creature is from you.
  • Whenever the creature travels to a different plane of existance, you will receive a brief vision of what plane it has traveled to.
  • Whenever the creature restores any of its hit points, you will feel heat coming from the voodoo doll.

The voodoo curse lasts for one day and ends early when the creature dies, when the doll is destroyed, when you use the voodoo doll as a spellcasting focus for the first time, or when you decide to put another voodoo curse on a different creature. Once you use this feature, you must finish a short or long rest before you can use it again.

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