Witchdoctor An ancient looking elf covered in tattoos rocks back and forth before a green fire. His allies listen intently as he continues to mumble almost unintelligible prophecies. 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 have bound to them, they are able to manipulate enemies, heal allies, or bring pain to those who might hurt them. Summoning the Loa The loa are otherwordly spirits that hold great power in their own realms. 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 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. Capturing Spirits A witchdoctor is an individual who has used a ritual to summon a loa to the material plane and bound the spirit to them, gaining access to their powers. The loa, however, are not easily made captive. As such, it is often only the very wise or those with a strong force of character who are able to bend them to their will. The loa are unpredictable spirits whose powers range from great acts of healing to vile acts of darkness. They may revel in the work of their captor, fight them with every step, or attempt to turn them to their own cause over time. Wisdom Beyond Years The wisest witchdoctors will understand the forces they are dealing with and only make this union in the most dire of circumstances. They may do it to gain tactical insight in battle, heal the sick, or else protect their people from a great threat. These witchdoctors will likely have studied extensively before they act, knowing that the slightest misstep could end incredibly badly for them. Force of Personality The most charming of witchdoctors will keep the loa in line using their own force of character. They may intrigue the loa enough that they try not to escape, or else make them realise that escape is not an option while they live. These witchdoctors may use tha loa's abilities to win favour amongst the rich, persuade others to join their cause, or strike fear into the hearts of those they meet. Creating a Witchdoctor When making a witchdoctor, consider why your character has needed to bind a loa to themself. Did they do it to gain power or to help others? Was it an act of desperate or carefully planned? They must also consider what kind of loa they have summoned. Is it a spirit of nature that is content to heal? Or will it only be kept under control by the blood of the innocent? Will their own goals be at odds with that of the loa, or will they form an unlikely alliance? 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.

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: Simple weapons, whips, blowguns, nets

Simple weapons, whips, blowguns, nets 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 (a) two simple melee weapons or (b) one simple melee weapon and a shield

Any one ranged weapon you are proficient with

Any one toolkit you are proficient with

A voodoo doll Spellcasting You have learned to channel the power of life and death to manipulate the world around you. 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. Preparing and Casting Spells The Witchdoctor table shows how many spell points you have to cast spells of 1st-level and higher. To cast one of these spells, you may expend a number of spell points as shown in the Spell Point Cost table. The total number of spell points you have can't be reduced below 0 and you regain all expended spell points when you finish a long rest. Casting spells of 6th-level or higher is particularly taxing and, as such, you may only cast one spell from each of these levels per long rest. You prepare the list of witchdoctor spells that are available for you to cast. To do so, choose a number of witchdoctor spells from the witchdoctor spells list equal to your witchdoctor level. The spells must be of a level equal to or lower than the level in the Highest Spell Level Known of the Witchdoctor table. For example, if you're a 3rd-level witchdoctor, you have access to 3 spells from the witchdoctor spell list that can be of 1st or 2nd-level. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. This requires time spent performing complex rituals and memorising the gestures and incantations you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spell Point Cost Spell Level Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 6th 9 7th 10 8th 11 9th 13 Spellcasting Ability As a witchdoctor, your magic comes from either your wisdom or 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 spellcasting ability modifier

= 8 + your proficiency bonus + your spellcasting ability modifier Spell attack modifier = your proficiency bonus + you spellcasting ability modifier Ritual Casting As a witchdoctor, you are well versed in casting rituals. You have access to a number of rituals from the Ritual Spells table equal to your spellcasting modifier. You can cast any of these spells as rituals or by spending spell points. These spells do not count towards the number of spells you can have prepared and you may only have rituals of a level equal to or lower than the level shown in the Highest Spell Level Known of the witchdoctor table. Additionally, when you gain a level in this class, you can choose one of your rituals and replace it with another ritual from the Ritual Spells table, which also must be of a level which you can cast. Ritual Spells Spell Level Spells 1st ceremony, detect magic, detect poison and disease, find familiar, identify, purify food and drink, speak with animals, tether 2nd animal messenger, augury, gentle repose, locate animals or plants, silence 3rd feign death, meld into stone, water breathing, water walk 4th divination 5th commune with nature, contact other plane 6th forbiddance

The Witchdoctor Level Proficiency Bonus Features Shamanic Practices Known Cantrips Known Spell Points Highest Spell Level Known 1st +2 Spellcasting, Fleet-Footed, Lifetime of Death, Dark Binding - 2 4 1st 2nd +2 - - 2 6 1st 3rd +2 Shamanic Practices, Juju 1 2 14 2nd 4th +2 Ability Score Improvement, Voodoo Powder 1 3 17 2nd 5th +3 Trance 1 3 27 3rd 6th +3 Dark Binding feature 1 3 32 3rd 7th +3 Juju (d8) 1 3 38 4th 8th +3 Ability Score Improvement 1 3 44 4th 9th +4 - 2 3 57 5th 10th +4 Dark Binding feature 2 4 64 5th 11th +4 Juju (d10), Headhunter 2 4 73 6th 12th +4 Ability Score Improvement 2 4 73 6th 13th +5 - 2 4 83 7th 14th +5 Dark Binding feature 2 4 83 7th 15th +5 Juju (d12), Superior Binding 3 4 94 8th 16th +5 Ability Score Improvement 3 4 94 8th 17th +6 - 3 4 107 9th 18th +6 Bonds of Fate 3 4 114 9th 19th +6 Ability Score Improvement 3 4 123 9th 20th +6 Juju Master 3 4 133 9th Captive Magic Bending the loa to your will is not easy and can take its toll on the weak. Whenever you cast a spell of 1st-level or higher, you must make a saving throw using your spellcasting ability against 8 + the spell's level. On a failed save, you cast the spell at one level higher than you intended, even if you can't yet cast spells at that level. This will cost an appropriate number of spell points for casting it at a higher level and you gain one level of exhaustion. If the spell can't be cast at a higher level, it still costs spell points as if it had been cast at a level higher and you still gain one level of exhaustion. If the spell is cast at 6th-level or higher, it does not count as your 1 spell of that level per day. All levels of exhaustion gained in this way are removed after completing a long rest. The insights given to your by the loa allows you to predict where the next attack is coming 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 The spirit bound to you does not age and, as such, you are innately resilient in the face of death. You gain a permanent resistance to necrotic damage and age half as quickly. Dark Binding When you choose this class at 1st level, you bind yourself to 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. 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 3rd 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 lower the attack roll, ability check, or saving throw of an enemy within 60 feet by the result.

Good Juju: If you have a good alignment, you may use a reaction to roll a d6 and increase the attack roll, ability check, or saving throw of an ally within 60 feet by the result.

If you have a good alignment, you may use a reaction to roll a d6 and increase the attack roll, ability check, or saving throw of an ally within 60 feet by the result. 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 saving throw, or decrease the attack roll or saving throw an enemy within 60 feet makes against you. The dice are replenished after a long rest. The die used becomes a d8 at 7th level, a d10 at 11th level, and a d12 at 15th level. Shamanic Practices Your insight into the power of tethering has allowed you to greater manipulate the force that exists between your voodoo doll and the tethered individual. At 3rd level, you gain one shamanic practice of your choice. Your shamanic practices are detailed at the end of the class description. When you gain certain witchdoctor levels, you gain additional shamanic practices of your choice, as shown in the Shamanic Practices Known column of the Witchdoctor table. 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 5 feet, 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 the target succeeds on the saving throw, the dust does not affect them. The target may repeat their saving throw at the end of each of their turns to end the effect. This may only be used three times per long rest. From 10th level, your dust may affect targets within a 10ft. cone, increasing to a 15ft. cone at 15th level. Trance At 5th level, you may use a long rest to gaze into the future, seeing flashes of events that are yet to happen. Whenever you finish a long rest, you may grant yourself and up to three allies a bonus to a saving throw equal to your spellcasting modifier (minimum 1). This effect lasts until the start of your next long rest. 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 the voodoo doll will effect both individuals, including both damaging and beneficial effects. While tethered, either individual may use their action to break free of the tethering, but will only break themself free if they succeed. Bonds of Fate When you reach 18th level, the tether spell does not count towards the number of rituals you know. Additionally, you may use tether a number of times equal to your spellcasting modifier (minimum 1) without expending any spell points. Once used, this ability is replenished on a long rest. 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 bind themselves to a loa of their choice, learning secrets of the mind, the soul, or the body. The Loa of Souls You bind yourself to the loa of souls and it shows you how to control and command them. You may use your new abilities to manipulate life and death, as well as harnessing souls to do your bidding.

Voodoo Doll Tiny construct, unaligned Armor Class 13

13 Hit Points 33 (6d8 + 6)

33 (6d8 + 6) Speed 20ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 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) Actions Multiattack. The voodoo doll makes two pummel attacks. Pummel. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) 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 voodoo doll's next turn. The frightened target is paralysed. 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 1st level, you learn to transfer hit points between yourself and your allies when within 15 feet of one another. You may use an action to perform one of the following actions: Transfer 2d10 of your hit points to an ally as temporary hit points

Transfer 2d10 of a willing ally's hit points to yourself as temporary hit points

Transfer 2d10 of a willing ally's hit points to another ally as temporary hit points Once per short rest, you may also use an action to attempt to transfer a condition, such as blindness, deafness, etc., from yourself or an ally to a target within 15 feet of them. The target must make a Constitution saving throw against your Spell save DC. On a failed saving throw, the target receives the condition and it ends for your ally. On a success, the condition still ends for your ally. Intuitive Reading When you can see into a person's soul, reading their intentions becomes easy. From 6th level, you have advantage on Wisdom (Insight) skill checks to determine whether an individual is telling you the truth. Resilient Soul You are better able to bolster yourself in the hopes of protecting others. Starting at 6th level, you gain temporary hit points equal to your witchdoctor level when rolling for initiative. Additionally, when using your Transference ability, you can instead transfer your temporary hit points instead of your hit points. 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 the individual tethered to your voodoo doll dies, you may harvest their soul and use it for one of the following effects: Use an action to release a soul. The soul will have the stats of a specter and can be controlled using a bonus action on your turn. The soul lasts for up to an hour, after which time it will dissipate.

Use an action to 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. You may control the bodies using a bonus action on your turn.

Use an action to infuse your voodoo doll with a soul, granting it life for up to 1 hour. While this effect is active, you can't tether any targets to your voodoo doll and any previously tethered individuals are freed.

Use an action to devour the soul to give yourself 6d6 temporary hit points.

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.

Use an action to disguise a willing creature with the soul, giving them the appearance of the soul's original host for up to an hour. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. 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. Once their soul has been harvested, the individual cannot be resurrected. 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.

The Loa of Agony You bind yourself to the loa of agony and it 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. Parasite You understand that the suffering of others can be used to sustain yourself. From 1st level, any time you cause necrotic damage to an enemy, you gain temporary hit points equal to half the damage you dealt. Menacing Aura Your presence alone is enough to instil terror in others. At 6th level, you have advantage on Charisma (Intimidation) skill checks. Poisonous Intent Your voodoo powder is particularly potent. From 6th level, you may roll twice when deciding which effect will occur and choose between them. If you roll the same result twice, you may roll again until you get another option. Pain from Pain You have learned that you cause the most pain to others when you are in pain yourself. Starting at 10th level, whenever you have fewer than half your hit points remaining and you deal necrotic damage, you may deal an extra 1d8 necrotic damage. This damage increases to 2d8 at 14th level and 3d8 at 18th level. Affliction Even the strongest cannot content with your desire to cause them harm. Starting at 14th level, you may use an action to force each creature within a 20ft. radius of you to make a Constitution saving throw against your Spell save DC. On a fail, they become vulnerable to a damage type of your choice and their Strength is reduced by 4 for 10 minutes; on a success, their Strength is reduced by 2 for 1 minute. This may only be used once per long rest. The Loa of Lunacy You bind yourself to the loa of lunacy and it 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. Reckless Abandon Just the sight of you maniacally entering the fray is enough to chill the hearts of your enemies. From 1st level, each time you roll for initiative, you may choose to enter a frenzied state. While in a frenzied state, you deal an additional 1d6 psychic damage whenever you roll damage, but also receive an additional 1d4 damage whenever you are hit by an attack roll. The frenzied state ends once combat has finished. The additional damage you deal increases to 2d6 at 10th level and 3d6 at 16th level.

Moment of Clarity At 6th 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 Wisdom (Insight) or Wisdom (Perception) skill 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 any attempts to read your thoughts. Additionally magic cannot detect if you are lying or force you to tell the truth. You also have advantage against any attempt to charm or frighten you. Unpredictable Nature Being difficult to predict means that you are incredibly difficult to fight. From 10th level, you can dodge as a bonus action. Additionally, when an enemy fails to hit you with an opportunity attack, it falls prone. Circle of Insanity Sometimes it's fun to make others share in the chaos that exists within your mind. At 14th level, you may use an action to create a 15ft. radius sphere centred on yourself which lasts up to 1 minute. Any enemies entering the area for the first time on a turn or starting their turn within 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 bind yourself the loa of life and it 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. Animal Spirit You have learned that you can recall the spirits of beasts you have vanquished from the other side. From 1st level, you gain advantage on all Intelligence (Nature) and Wisdom (Animal Handling) checks and obtain an animal spirit of your choice. The spirit must be that of a beast you have previously killed and can have a maximum challenge rating of 1. In combat, the animal spirit will have its own initiative but will follow your orders. Once a day, your animal spirit may use an action to merge with a willing target, granting them one of its stats or abilities for up to an hour. If an ability is chosen, it must be one that would be useable by the target, or else this does nothing. Nature's Gift Your study of animals has given you a greater understanding of how their minds work. At 6th level, you can comprehend the basic thoughts of animals, in addition to gaining resistance to poison damage and immunity to diseases. Prophetic Warnings When gazing into the future, you learn to see even more clearly. Starting at 6th level, when you have used your Trance ability, you may choose two saving throws for you and your allies to add your spellcasting modifier to. 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 with a melee attack. This ability may only be used once per turn 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 30 feet around the individual tethered to your voodoo doll. Any time a spell is used to heal the tethered individual, all allies within the aura also regain hit point equal to half your witchdoctor level.

Shamanic Practices If a shamanic practice has prerequisites, you must meet them to learn it. You can learn the feature at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Alluring Presence Prerequisites:, friends cantrip When you cast friends on your voodoo doll, you can attempt to charm the individual tethered to it. The target must succeed on a Charisma saving throw against your Spell save DC or be charmed by you for 1 minute. If you deal damage to the tethered individual in that time, they are awoken from their charmed state. The tethered individual will not remember they have been tethered until this effect ends. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Asphyxiate Prerequisites:15th level & shape water, gust, or mold earth cantrips When you cast shape water on your voodoo doll, you give the individual tethered to it the sensation that their lungs are filling with water. They may attempt to hold their breath for a number of minutes equal to 1 + their Constitution modifier (minimum 30 seconds); after this, they can survive for a number of rounds equal to their Constitution modifier (minimum 1). While this effect is active, the tethered individual may make a Constitution saving throw against your Spell save DC at the start of each of their turns and, if they fail, they are incapacitated until the start of their next turn. The tethered individual may end this effect by breaking their tethering. If gust or mold earth is used, this feature works in exactly the same way, except that the tethered individual has the sensation that they can't breathe. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Blood Bond If you possess something belonging to a creature that would normally give them disadvantage on their saving throw to resist your tethering, you can now attempt to tether them to your voodoo doll regardless of how far they are from you. Dazzling Blindness Prerequisites: 15th level & dancing lights or light cantrips When you cast dancing lights or light on your voodoo doll, you can attempt to blind the individual tethered to it. The tethered individual must make a Constitution saving throw against your Spell save DC, glowing with bright light and becoming blinded for 1 minute on a fail. The tethered individual may end this effect by breaking the tethering. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Dreadful Grasp Prerequisites: 9th level & thaumaturgy cantrip When a tethered individual fails a saving throw to break their tethering, you may use a reaction to attempt to frighten them. The tethered individual must make a Wisdom saving throw against your Spell save DC, becoming frightened of you for 1 minute on a fail. The tethered individual may end this effect by breaking the tethering. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest.

Empathic Senses As an action, you can briefly use one of the senses of the individual tethered to your voodoo doll to see, hear, taste, feel, or smell exactly what they do for up to 1 minute. You may only choose one of their senses at a time and are considered blinded and deafened while you do this. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Guiding Wisdom Prerequisites: guidance or resistance cantrips When you cast guidance or resistance on your voodoo doll, you allow the individual tethered to it to roll a d8, instead of a d4, when using the effect of the chosen cantrip. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Hide and Seek Prerequisites: 9th level As an action, you attempt to draw a tethered individual into a demiplane existing within the voodoo doll. The target must succeed on an Intelligence saving throw against your Spell save DC or else they are incapacitated within the voodoo doll for 1 minute. A target may choose to fail this saving throw. When this effect ends, the target will reappear within 5 feet of the voodoo doll. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Hypothermia Prerequisites: 9th level & frostbite cantrip When you cast frostbite on your voodoo doll, you may attempt to hinder the movement of the individual tethered to it. The tethered individual must make a Constitution saving throw against your Spell save DC and, on a fail, their movement speed is halved for 1 minute. They may attempt to repeat this saving throw at the start of each of their turns, regaining their full movement until the end of that turn on a success. The tethered individual may end this effect by breaking the tethering. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Immolation Prerequisites: 9th level & acid splash, create bonfire, or produce flame cantrips When you cast acid splash, create bonfire, or produce flame on your voodoo doll, you may attempt to give the tethered individual the sensation that they are burning. The target will fall prone and become incapacitated for 1 minute. At the start of each of their turns they may make a Constitution saving throw against your Spell save DC and, on a fail, they stay prone and remain incapacitated until the start of their next turn. The tethered individual may end this effect by breaking the tethering. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Pins and Needles Prerequisites: 9th level As an action, you may stick a pin into your voodoo doll, causing one of several effects depending on where it strikes: Head – the tethered individual must succeed on an Intelligence saving throw against your Spell save DC or become blinded for 1 minute or until they break their tethering.

– the tethered individual must succeed on an Intelligence saving throw against your Spell save DC or become blinded for 1 minute or until they break their tethering. Arms – the tethered individual must succeed on an Intelligence saving throw against your Spell save DC or get -2 to weapon attack rolls (increases to -4 if this action is successfully repeated) for 1 minute or until they break their tethering.

– the tethered individual must succeed on an Intelligence saving throw against your Spell save DC or get -2 to weapon attack rolls (increases to -4 if this action is successfully repeated) for 1 minute or until they break their tethering. Legs – the tethered individual must succeed on an Intelligence saving throw against your Spell save DC or their movement speed is halved (completely immobilised if this action is successfully repeated) for 1 minute or until they break their tethering.

– the tethered individual must succeed on an Intelligence saving throw against your Spell save DC or their movement speed is halved (completely immobilised if this action is successfully repeated) for 1 minute or until they break their tethering. Body – the tethered individual must succeed on an Intelligence saving throw against your Spell save DC or take 2d10 necrotic damage. Puppeteer Prerequisites: 9th level As an action, you may attempt to force the individual tethered to your voodoo doll to use their reaction to make a single attack against a creature within range or move up to their full speed, provoking opportunity attacks if they move out of reach of an enemy. The tethered individual 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. The target will be fully aware that someone is attempting to control them. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Seeker While an individual is tethered to your voodoo doll, you can see a thin wisp of light connecting the two together. You may use this light to track their location by following their tethering, no matter how far away they are. Sense Thoughts Prerequisities: Loa of Souls As an action, you may read the surface thoughts of the individual tethered to your voodoo doll. The target will have disadvantage on any attack rolls they make against you until the end of their next turn. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest.

Swarmed Prerequisites: infestation cantrip When you cast infestation on your voodoo doll, you spawn a swarm of insects on the tethered individuals position. You may only have one swarm of insects at a time and can control it as a bonus action on your turn. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Tactical Insight As an action, you may give the individual tethered to your voodoo doll advantage on any attack rolls they make until the end of their next turn. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Torturer Prerequisites: Loa of Agony When you deal melee damage to the individual tethered to your voodoo doll, you may deal an additional 1d10 necrotic damage. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Unhinge Prerequisites: Loa of Lunacy As an action, you make the individual tethered to your voodoo doll forget themself. The tethered individual must make a Charisma saving throw against their Spell save DC or they will use their movement and action on their next turn to attack the nearest creature to them. If no creatures are close enough for them to reach, they will take the attack action against themself, with the attack roll automatically succeeding. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Vital Essence Prerequisites: Loa of Life When you use a spell which restores hit points on your voodoo doll, the individual tethered to your voodoo doll regains additional hit points equal to your witchdoctor level. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Warding Word Prerequisites: blade ward cantrip When you use the blade ward cantrip, it also affects the individual tethered to your voodoo doll. You may use this feature a number of times equal to your spellcasting modifier, and any expended uses are replenished on a long rest. Witchdoctor Spells Tether 1st-level enchantment Casting Time: 1 action (Ritual)

1 action (Ritual) Range: 60 feet

60 feet Components: M (a voodoo doll)

M (a voodoo doll) Duration: Instantaneous You attempt to tether an individual within range to your voodoo doll. The target must make an Intelligence saving throw against your Spell save DC, becoming tethered on a fail; on a success, this spell has no effect. This saving throw is made with disadvantage if you possess something that belongs to the target, such as hair, blood, or teeth. A target may also choose to fail this saving throw. While tethered, all attack rolls or effects requiring a Strength or Dexterity saving throw made against the voodoo doll automatically succeed against the tethered individual. The tethered individual is not aware of the tethering until they are damaged by you or forced to make another saving throw. Once they become aware, they may use an action on their turn to attempt to break their tethering. They must succeed on an Intelligence saving throw against your Spell save DC, but will roll with disadvantage if you possess something that belongs to them. You may attempt to move the tethering to a new individual within range as a bonus action on your turn. The new target must make an Intelligence saving throw against your Spell save DC, becoming tethered on a fail. On a success, the tethering remains with the previous target. Artists Image 1 Andrey Pervukhin

Andrey Pervukhin Image 2 Rodrigo Ramos

Rodrigo Ramos Image 3 Alexander Kozachenko