Witchdoctor An ancient looking elf covered in tattoos rocks back and forth before a green fire, mumbling almost unintelligible prophecies at the group standing around him. As the palace guards approach him, the tribal half-orc blows powder into their faces; one-by-one they fall to the floor choking as the poison begins to take hold. The tiefling priestess smiles cruelly as she stabs another pin into a doll, her pitiless eyes never moving from the man screaming at her feet. Witchdoctors use a combination of their extensive wisdom and overwhelming charisma to affect the world around them. Through the power of their own personality, nature, and the spirit they are indebted to, they are able to manipulate enemies, heal allies, or cause pain to those who might hurt them. Summoning the Loa Bringing the loa from their plane is a daunting task that is not undertaken lightly. The rituals are often difficult to perform, with disastrous results should they go wrong. Most witchdoctors will come from a long line of their kind, with each generation passing on knowledge of how to summon the loa to their children. They will often be tribal leaders or wise elders amongst their kind who others look to for guidance. Other witchdoctors may have stumbled upon the knowledge of how to summon the loa in their studies. Their curiosity often gets the better of their reasoning and they end up working with spirits they were previously unaware existed. A rare few may be approached by the loa first. These witchdoctors may have been specifically chosen by the loa for their force or character or wisdom. The loa will often attempt to bargain with these individuals, knowing that they have much to offer in return, either now or in the future. Bargaining with Spirits A witchdoctor is an individual who has summoned a voodoo spirit, or loa, and bargained with them in exchange for otherworldly powers. As such, it is often only the very wise or charming who can convince the loa that they are worth the effort. But the loa are often unpredictable spirits and the favours they ask for in exchange can vary wildly. Some loa will need to be appeased with gifts, others wish for the healing of the sick, and others simply revel in chaos and death. Wisdom Beyond Years The wisest witchdoctors will understand the forces they are bartering with and come prepared for their meeting. They know that the loa are not to be angered and will ensure that they have everything they might need before summoning them. This type of witchdoctor will have studied extensively for many decades before even attempting to call upon them to ask favours. Force of Personality The most charming of witchdoctors will already know how to hold attention and captivate any audience. Their sheer charisma alone is enough to keep the loa intrigued and prepared to barter with them. But this will not interest the loa for long and, eventually, they will have to offer them something more than words or they'll quickly find themselves on their bad side. Creating a Witchdoctor When making a witchdoctor, consider why your character has needed to make such a bargain with their particular loa. Perhaps they were forced to make a deal in order to gain the power to protect or heal others. Perhaps they simply wanted more power and believed this was the only way to achieve it. Or maybe their studies have led them down a path, with this being the only way to continue along it. Have you always been an adventurer, or was this life forced upon you by circumstances beyond your control? Perhaps you were a soul survivor who took on this power in order to have vengeance or prevent others from being harmed. Quick Build You can make a witchdoctor quickly by following these suggestions. First, Wisdom and Charisma should be your highest scores. Second, choose the Chill Touch and Minor Illusion cantrips along with the 1st-level spells Inflict Wounds and Hex.

Class Features As a witchdoctor, you gain the following class features. Hit Points Hit Dice: 1d6 per witchdoctor level

1d6 per witchdoctor level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witchdoctor level after 1st Proficiencies Armour: Shields (witchdoctors will not use shields made of metal)

Shields (witchdoctors will not use shields made of metal) Weapons: Quarterstaffs, whips, blowguns, slings, spears

Quarterstaffs, whips, blowguns, slings, spears Tools: Herbalism kit, alchemist's supplies, poisoner's kit

Herbalism kit, alchemist's supplies, poisoner's kit Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Medicine and choose two from Animal Handling, Arcana, Deception, History, Insight, Intimidation, Nature, Perception, Performance, Persuasion, Survival Equipment Any one melee weapon you are proficient with

Any one ranged weapon you are proficient with

Any one toolkit you are proficient with Spellcasting You have learned to channel the power of life and death to manipulate the world around you. See chapter 10 for the general rules of spellcasting and chapter 11 for the witchdoctor spells. Cantrips At 1st level, you know two cantrips of your choice from the witchdoctor spell list. You learn additional witchdoctor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witchdoctor table. Spell Slots The Witchdoctor table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. For example, if you know the 1st-level spell Command and have a 1st-level and a 2nd-level spell slot available, you can cast Command using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the witchdoctor spell list. The Spells Known column of the Witchdoctor table shows when you learn more witchdoctor spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the witchdoctor spells you know and replace it with another spell from the witchdoctor spell list, which also must be of a level for which you have spell slots. Spellcasting Ability As a witchdoctor, your magic comes from a combination of your wisdom and charisma. As such, you may choose to use either Wisdom or Charisma as your spellcasting ability for your witchdoctor spells, but may not switch once you've chosen. Whichever you choose will be used when a spell refers to your spellcasting ability. In addition, you will use whichever you choose as a modifier when setting the saving throw DC for a witchdoctor spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + (your Wisdom modifier OR Charisma modifier)

= 8 + your proficiency bonus + (your Wisdom modifier OR Charisma modifier) Spell attack modifier = your proficiency bonus + (your Wisdom modifier OR Charisma modifier)

Ritual Casting You can cast any witchdoctor spell you know as a ritual if that spell has the ritual tag. Your insights give you the ability to predict where the next attack will come from. While you are not wearing any armour, your AC equals 8 + your Dexterity modifier + your Wisdom modifier. You can't gain this benefit while using a shield. Lifetime of Death A lifetime spent around the dying has given you an innate resistance to death. You gain a permanent resistance to necrotic damage and age half as quickly. Juju As a witchdoctor, you understand that the world is full of chaos and that, sometimes, you must make sure that people get what they deserve. From 1st level, you gain a number of juju dice equal to your Charisma modifier (minimum of 1). Bad Juju: If you have an evil alignment, you may use a reaction to roll a d6 and use the result to lower an enemy's attack roll, ability check, or saving throw.

If you have an evil alignment, you may use a reaction to roll a d6 and use the result to lower an enemy's attack roll, ability check, or saving throw. Good Juju: If you have a good alignment, you may use a reaction to roll a d6 and use the result to increase an ally's attack roll, ability check, or saving throw.

If you have a good alignment, you may use a reaction to roll a d6 and use the result to increase an ally's attack roll, ability check, or saving throw. Balanced Juju: If you have a neutral alignment, you may use a reaction to roll a d6. You may use the result to either: increase your own attack roll, ability check, or save roll, or decrease an enemy's attack roll, ability check, or saving throw against you. The dice are replenished after a long rest. The die used becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Child's Play Starting at 2nd level, you gain the ability to make a voodoo doll. You may use an action to tether a creature within sight to the doll. If you possess something of theirs, such as hair, you don't need to be able to see the creature to tether them to the doll. Once tethered to a creature, you may use a bonus action to switch the tethering to another target. When tethered to a creature, any attacks made against the doll will automatically succeed, regardless of how far away the target is or if they are behind cover. You may only carry one doll at a time and may only tether it to one person at a time. If the creature tethered to it dies, the doll can be reused. The target may make an Intelligence saving throw against your Spell save DC after each turn to attempt to break the tethering; however, they will do so with disadvantage if you possess something of theirs which is also tethered to the doll. Dark Bargain At 3rd level, you make a bargain with a loa and choose one of the following subclasses: The Loa of Souls, The Loa of Agony, The Loa of Lunacy, or The Loa of Life. Your choice grants you additional benefits at 6th, 10th and 14th levels. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Voodoo Powder Starting at 4th level, you can produce goofer dust. You may use an action to blow dust at a single target within melee range, rolling a d6 to determine the outcome. The target must succeed a Constitution saving throw against the witchdoctor's spell save DC or roll a d6 to determine the effect, which will last for 1 minute: Blinded Deafened Frightened Paralysed Petrified Poisoned If they succeed the save, the dust does not affect them. The target may repeat their saving throw at the end of each turn to end the effect. This may only be used three times per long rest. At level 10 your dust may affect targets within a 10ft cone and at level 15 it may affect targets within a 15ft cone. Trance At 5th level, you may use a long rest to gaze into the future, seeing flashes of events that are yet to happen. You will get advantage on one d20 roll, whether for initiative, an attack roll, an ability check, or a saving throw. If you do not use the advantage before your next long rest, it is lost. Headhunter You are practiced in the art of head-shrinking, an ancient skill used to keep vengeful spirits at bay. At 11th level, you create a shrunken head from one of your fallen enemies. You may use an action to brandish the shrunken head and, for 1 minute, any undead creatures that make an attack roll against you will do so with disadvantage. This action may only be taken once per day. Superior Binding Starting at 15th level, you may use a bonus action to tether an additional creature to your voodoo doll. Any effect made against one tethered creature will also affect the other, including both damaging and beneficial effects. At the end of each turn, the originally tethered creature may make an Intelligence saving throw against your Spell save DC. Both creatures remain tethered until the original creature has made a successful saving throw.

The Witchdoctor Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Fleet-Footed, Lifetime of Death, Juju 2 3 2 — — — — — — — — 2nd +2 Child's Play 2 4 3 — — — — — — — — 3rd +2 Dark Bargain 2 5 4 2 — — — — — — — 4th +2 Ability Score Improvement, Voodoo Powder 3 6 4 3 — — — — — — — 5th +3 Juju (d8), Trance 3 8 4 3 2 — — — — — — 6th +3 Dark Bargain Ability 3 9 4 3 3 — — — — — — 7th +3 - 3 10 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — — 9th +4 - 3 12 4 3 3 3 — — — — — 10th +4 Juju (d10), Dark Bargain Ability 4 14 4 3 3 3 1 — — — — 11th +4 Headhunter 4 16 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 16 4 3 3 3 2 1 — — — 13th +5 - 4 17 4 3 3 3 2 1 1 — — 14th +5 Dark Bargain Ability 4 17 4 3 3 3 2 1 1 — — 15th +5 Juju (d12), Superior Binding 4 18 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 18 4 3 3 3 2 1 1 1 — 17th +6 - 4 19 4 3 3 3 2 1 1 1 1 18th +6 Daydreamer 4 19 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 20 4 3 3 3 3 2 1 1 1 20th +6 Juju Master 4 20 4 3 3 3 3 2 2 1 1 Daydreamer When you reach 18th level, the effort taken to gaze into the future is greatly reduced. You may now use trance during a short rest and are able to get advantage on three d20 rolls, rather than one. Juju Master At 20th level, you become far more adept at dealing out the justice of the universe. You may use any type of juju, regardless of your alignment. Additionally, any roll of 5 or lower will be treated as if you rolled a 6. The Loa The way of the witchdoctor is a long and difficult journey, often requiring a learned master. Witchdoctors make a bargain with a loa of their choice, learning secrets of the mind, the soul, or the body. The Loa of Souls You make a bargain with the loa of death and, in return, he shows you how to control the flow of life. You may use your new abilities to manipulate life and death, as well as harnessing souls to do your bidding. Loa of Souls Spells Witchdoctor Level Spells 5th animate dead, clairvoyance 10th contact other plane, raise dead 11th magic jar Divinity Doll You can sense a small part of the soul of the creature tethered to your voodoo doll. Once per day starting at 3rd level, you may use the doll to read the surface thoughts of the creature tethered to it.

Leech You have a far greater understanding of the intimate connection between life and death. From 3rd level, any time you cause necrotic damage to an enemy, you may add half the amount of damage you did to yourself or an ally within 15ft. of you as temporary HP. Transference Your studies of the soul have shown you that the body is just a vessel for life force and that it can be easily manipulated to your will. At 6th level, you learn to transfer HP between yourself and your allies when within 15ft. of one another. You may use an action to perform one of the following actions: Transfer 2d10 of your HP to an ally as temporary HP

Transfer 2d10 of an ally's HP to yourself as temporary HP

Transfer 2d10 of an ally's HP to another ally as temporary HP Once per short rest, you may also use an action to attempt to transfer a status effect from yourself or an ally to one of your enemies. The enemy must make a Constitution saving throw against your Spell save DC; if they fail, they receive the effect and, if they succeed, the effect disappears completely from your ally. Soul Tender At 10th level, you learn that the souls of the dead may also be bent to your will and used to do your bidding. If an enemy within 5ft. of you or tethered to your voodoo doll dies, you may harvest their soul and use it for one of the following effects: Release a soul as a specter which is under your control for up to 1 hour.

Allow the soul to enter the bodies of the dead, raising 4 humanoids under your control for up to 10 minutes. If they are the bodies of the recently dead, they are zombies; if they have been dead longer, they are skeletons.

Infuse an unused voodoo doll with a soul, granting it life for up to 1 hour.

Devour the soul to give yourself 6D6 temporary HP or cleanse yourself of a status effect, such as blindness or deafness.

You can ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. You may only have one soul active at a time and it is lost once the effect is over. You may possess a number of souls equal to your Wisdom modifier (minimum of 1) and souls gained carry over after rests. Twin Souls You have learned how to better control the souls you have harvested. From 14th level, you may have two Soul Tender effects active at any time, producing an effect even when another is still active. Alternatively, you may use two souls at once, doubling the potency of the ability. Voodoo Doll Tiny construct, unaligned Armor Class 13

13 Hit Points 36 (8d8)

36 (8d8) Speed 30ft. STR DEX CON INT WIS CHA 11 (+1) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 13 (+1) Damage Vulnerabilities fire

fire Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons

bludgeoning, piercing, and slashing from non-magical weapons Damage Immunities poison, psychic

poison, psychic Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned, unconscious

charmed, exhaustion, frightened, paralysed, poisoned, unconscious Senses darkvision 60ft., passive Perception 10

darkvision 60ft., passive Perception 10 Languages understands the languages of its creator but can't speak

understands the languages of its creator but can't speak Challenge 1 (200 XP) False Appearance. While the voodoo doll remains motionless, it is indistinguishable from a normal doll. Actions Multiattack. The voodoo doll makes two pummel attacks. Pummel. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (2d4 + 1) bludgeoning damage. Terrifying Glare. The voodoo doll targets one creature it can see within 30ft. of it. If the target can see the voodoo doll, the target must succeed on a DC11 Wisdom saving throw or be magically frightened until the end of the infused voodoo doll's next turn. The frightened target is paralysed. The Loa of Agony You make a bargain with the loa of suffering and, in return, he shows you the best ways to hurt your enemies. You may use your new abilities to end the lives of those who displease you or cause them untold suffering. Loa of Agony Spells Witchdoctor Level Spells 5th bestow curse, fireball 10th cloudkill, contagion 11th eyebite Tortured Doll You know how to truly hurt people, starting with the unfortunate soul already tethered to your voodoo doll. From 3rd level, any attacks you make against the creature tethered to your doll will deal an additional 1d10 necrotic damage.

Parasite You understand that the suffering of others can be used to sustain yourself. From 3rd level, any time you cause necrotic damage to an enemy, you may add half the amount of damage you dealt to yourself as temporary HP. Pain from Pain You have learned that you cause the most pain to others when you are in pain yourself. Starting at 6th level, you deal an extra 1d8 necrotic damage to enemies when you have less than half HP. This damage increases to 2d8 at 12th level and 3d8 at 18th level. Pins and Needles At 10th level, you may use an action to stick a pin into the voodoo doll, causing one of several effects depending on where it strikes: Head – the target must succeed an Intelligence saving throw against your Spell save DC or become blinded until they break their tethering.

– the target must succeed an Intelligence saving throw against your Spell save DC or become blinded until they break their tethering. Arms – the target must succeed an Intelligence saving throw against your Spell save DC or get -2 to weapon attack rolls (increases to -4 if two pins are used) until they break their tethering.

– the target must succeed an Intelligence saving throw against your Spell save DC or get -2 to weapon attack rolls (increases to -4 if two pins are used) until they break their tethering. Legs – the target must succeed an Intelligence saving throw against your Spell save DC or their movement speed is halved (completely immobilised if two pins are used) until they break their tethering.

– the target must succeed an Intelligence saving throw against your Spell save DC or their movement speed is halved (completely immobilised if two pins are used) until they break their tethering. Body – the target must succeed an Intelligence saving throw against your Spell save DC or take 2d10 necrotic damage. Affliction There are none who can compete with your knowledge of pain and suffering and, starting at 14th level, you may use an action to send out a wave of agony. Everyone within a 20ft radius of you must make a Constitution saving throw against your Spell save DC. On a fail, they take 14d6 necrotic damage and their Strength is reduced by 4 for 10 minutes; on a success, they take half damage and their Strength is not reduced. This may only be used once per long rest. The Loa of Lunacy You make a bargain with the loa of mischief and, in return, he shows you how to manipulate the world around you. You may use your new abilities to control the flow of battle or break the minds of your enemies, forcing them to serve you. Loa of Lunacy Spells Witchdoctor Level Spells 5th fear, hypnotic pattern 10th dominate person, modify memory 11th Otto's irresistible dance Insanity Doll You know how to crawl within the minds of your enemies and unhinge them from within. From 3rd level, the target tethered to your voodoo doll will receive disadvantage on attack rolls, ability checks, or saving throws.

Lucidity At 3rd level, you realise that your insanity often makes others underestimate your ability to see clearly. Once per day, you may add your proficiency bonus to any Insight or Perception check you make. If you are already proficient with the skill, the bonus is doubled. Absurdity Shield Your unpredictable nature has become one of your greatest assets. Starting at 6th level, your mind has reached such a level of insanity that you are immune to telepathy. You also have advantage against any attempt to charm or frighten you. Puppeteer From 10th level, you can use your voodoo doll to completely control someone’s body. While a target is tethered to your voodoo doll, you may used your bonus action to attempt to force the target to take an action or move up to their full speed. They may attempt to resist this with a successful Intelligence saving throw against your Spell save DC, but will not break the tethering if they succeed. If they fail the saving throw, they will count as being incapacitated on their next turn. The target will be fully aware that someone is controlling their movement. Circle of Insanity You have learned to weaponise your own insanity. At 14th level, you may use an action to create a 15ft. radius sphere centred on yourself which lasts up to 1 minute (concentration). Any enemies entering the area for the first time on a turn or starting its turn in it must make a Wisdom saving throw against your Spell save DC and, if they fail, they are subject to the Confusion spell. If they succeed, they will be immune to the effect until the next day. This ability may be used once per long rest. The Loa of Life You make a bargain with the loa of nature and, in return, he shows you how to use the earth around you to your advantage. You may use your new abilities to heal your allies or inspire them to persevere in battle. Loa of Life Spells Witchdoctor Level Spells 5th aura of vitality, speak with plants 10th awaken, wrath of nature 11th wall of thorns Vitality Doll Sometimes the best way you can help your allies is by keeping your distance. From 3rd level, you may now tether your voodoo doll to an ally, granting them advantage on attack rolls or saving throws. Nature's Gift Your study of animals has given you a greater understanding of how their minds work. At 3rd level, you can comprehend the basic thoughts of animals, in addition to gaining resistance to poison damage and immunity to diseases. Combat Trance As long as your allies keep you from harm, you can help to keep them from harm. Starting at 3rd level, you may use an action to cast Trance as a concentration spell in combat, giving any allies within 15ft. of you advantage on all attack rolls. While in a trance, you are unable to move or take actions during your turn. Animal Spirit While studying animals, you learned that you can recall their spirits from the other side. From 6th level, you gain advantage on all Nature and Animal Handling checks and obtain an animal spirit of your choice which can be used as a pet (CR1 max). The spirit must be that of a beast you have previously killed. Once a day, you may use an action to merge the spirit with yourself or an ally, granting one of its stats or abilities for up to an hour. Spirit Defence Even when your animal spirit is bound to an individual, its presence still lingers to defend them. At 10th level, while your spirit animal is bound to an individual, they may reflect 1d6 force damage onto any enemy who harms them them with a melee attack. This ability may only be used once per round and the damage increases to 2d6 force damage at 15th level. Life Aura It is your responsibility to keep those around you from dying. Once per day, starting at 14th level, you may use a bonus action to create an aura of healing of 30ft. around the target tethered to your voodoo doll. Any healing done to the target within the next three turns affects all allies within the range. Artists Image 1 Andrey Pervukhin

Andrey Pervukhin Image 2 Alexander Kozachenko

Alexander Kozachenko Image 3 Rodrigo Ramos