When you are possessed, you may cast this spell without expending a spell slot. On his next turn, he attempts to place a Voodoo Curse on all hostile targets within 30 feet. They bestow upon you a fraction of their power to further ensure your continued success. [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. On a failed save, it takes 2d6 thunder damage and becomes deafened for 5 minutes. [Passive effect] - You have learned the ways of the deadly serpent from the Great Black Mamba spirit. It could be a fine wooden house, a tower of stone, a hut standing on chicken legs, a ramshackle mansion of clockwork and magic, a garden enclosed in a fence of black thorns or any other domicile. In this variant, each spell has a point cost based on its level. If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.. Ability Score Increase. Transforming requires a bonus action, and you can transform a number of times equal to your Witch Doctor level per short or long rest. Primal Hex [1st level spell, bonus action] – The Witch Doctor rattles some ancient bones in the direction of his target, causing nearby shadows to begin wrapping around them like faint black smoke. They do not count against your number of cantrips known. Its motives are incomprehensible, with terrifying secrets and an immense knowledge that mortals could never dare to fathom. You regain all uses of your Voodoo Juju Hoodoo when you finish a Long Rest. In combat, they roll their own initiative, and will defend the Witch Doctor by default unless commanded otherwise. Once per long rest you can call upon the guidance of your ancestors. [Level 5, must have a spell or ability that curses such as Bestow Curse/Hex etc, passive]-The Witch Doctor may now create a psychotic disturbance around the area of one of his cursed targets. The ‘Spells Known’ column of the table shows when you learn more Witch Doctor spells of your choice of 1st level and higher. If Hunga Munga kills the target, your Hit Die are refunded. Totemic Might [10th level feature] - At 10th level, the Witch Doctor's physicality is imbued with the power of the Ancestral Guardians themselves. You must have a STR of at least 16 to wear heavy ancestral armor or suffer -10 movement. This search on DND Beyond gives a list of the Adult Dragons so you can review their stat blocks. How can you make a witcher in 5e? To cast one of your Witch doctor spells of 1st level or higher, you must expend a spell slot. Restrained creatures can use their action to make a Strength or Dexterity check against your Spell Save DC—on success, they are freed. 2. 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. "Damn you! At higher levels, you are able to absorb additional and more powerful spirits, allowing you to gain more Possession spells: at 8th level, choose a 2nd level spell. From behind the fog, he takes a deep breath—he exhales with unnatural force, extending his arms toward his target as the cloud billows toward his target, engulfing all creatures in a 30 foot cone. [Bargain with Primal Spirits, level 2 passive effect] - The Witch Doctor is able to choose his Spirit Animal to be his permanent companion. 2 [5e] Curse of Strahd with DMG rule variants. [15th level or higher, action] - as an Action once per short or long rest, the Witch Doctor’s arms raise, his eyes roll back, and he falls into an otherworldly trance. Wind whips and howls in furious gales, with thunder so deafening it seems to shake the very earth…and so you begin to witness the stirring of an Old God: Ability Score Increase: One of three classes that have WIS + CHA racial bonuses. Its description suggests, casually and without elaboration, that [t]his approach encourages the characters to spend time out of the dungeon. The Witch Doctor has chosen to sell his soul for power, but to whom is the question you must face. A spear of blue energy entangled with fragmentation magic shoots at a creature within range of the cast and creates a long-lasting lightning arc between you and the target. This creation takes a total of 1 hour of work, regardless of the number of potions created. Healin’ Hoodoo [1st level spell, action] - the Witch Doctor prepares a healing tincture of various hoodoo ingredients and smashes it on a nearby target’s head. Preparing Spells: A witch can only harness so much magical lore at once before her soul begins to strain under the weight of such power. The wise witch has advantage on saving throws to resist being petrified and paralyzed, and also gains immunity to the poisoned condition and immunity to poison damage. At 6th level slot, duration increases to 10 minutes, at 7th-level slot to one hour, at 8th level to eight hours. "It wasn't supposed to happen like that," he cries out. Rules Variant: Players Make All Rolls This variant has the players roll dice for all parts of combat, including such things as monster attack rolls and saving throws. Multiclass, Player Resources. A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Press question mark to learn the rest of the keyboard shortcuts. Spending 1 Hit Die, he conjures a wicked black dagger from the spirit realm and viciously rends a foe within striking distance. Your You are proficient with your ancestral spear. And yet you…something about you has caught its unblinking eye, and your destiny has been forever altered. The blessing lasts until you are incapacitated or dismiss it as a bonus action. Wielding spears imbued with magic from the spirit realm, the Ancestral Guardians are mighty foes to face on any battlefield. potion of common quality, 5 spell points to create a potion of uncommon quality, 7 points to create a potion of rare quality and 10 points to create a potion of very rare quality. Explore. Turning toward his target, he huffs, and he puffs, and he hocks up a glob of bubbling green acid, launching it with deadly accuracy right into the face of his unsuspecting victim. At level 11, you can create a magical item in 7 days that, as long as you are mounted on it, gives you a flying speed of 40 feet. (Hoodoo Protection Beaded Necklace functions the same as "Gift of the Protectors" from the Warlocks Elritch invocations.). At 3rd level, the Old God bestows a gift upon you for your loyal service. Loin dans la nuit Liriel lisait, de bougies en précieuses bougies. Any D20 roll that is less than a 10 on a Medicine ability check made by the Witch Doctor may be treated as a 10. The Witch Doctor prepares a massive, saucy spread of delectable delicacies straight from de bayou. (Voodoo Guru follows the same rules as Eldritch Master from the Warlock class.). A wise witch can do this a number of times equal to her intelligence modifier and regains all uses of this feature after the witch finishes a long rest. In addition, your ancestral armor gives you advantage on saving throws to resist being possessed by spirits and incorporeal beings cannot pass through you while you wear your ancestral armor. The creature must be a naturally-occurring beast, and have a Challenge Rating equal to or lower than 1/3 of your Witch Doctor level, rounded up. With his third eye open the Witch Doctor gains True Sight up to 120 feet for 10 minutes. He looks forward for a brief moment, surrounded by the blackness of the moonless swamp...the shadows before him shimmer, and suddenly, he finds himself staring into a familiar pair of white eyes, lit with a faint, otherworldly glow. [Bargain with Primal Spirits level 7 passive effect] – The Primal spirits bestow upon you the instincts of a beast. Showing you how to carve veins through which your Headhunter Poisons can flow, you effectively allow the spear to inject your deadly poisons into your opponents. This fiery feast feeds up to twelve, and takes one whole hour to consume—any leftovers are given to Mojo as per his policy. Calling upon some of the darkest corners of the spirit world, the Witch Doctor swirls with voodoo magic, and in the mist, conjures terrifying images of the creatures’ deepest, darkest fears. Questions about Barbarian idea with Human variant [5e] 5th Edition. The Witch Doctor begins a bizarre ritual dance, accompanied by shaking sticks and loud, off-key chanting. u/ThatGuyHasABeard. The Wise Witch has sought out the secrets of creation to benefit herself and others, focusing on those secrets that better and strengthen, that cause healing and banish illness. The target returns to life with full hit points, all its body parts, and is cured of all natural ailments, but does not cleanse magical effects. Each creature within 10 feet that fails a Strength saving throw takes 2d6 necrotic damage and cannot take reactions until its next turn. It is said that the magic witches use is descended from the oldest practices of magic in the multiverse. Both initial and secondary damage components increase by 1d4 per slot level above 2nd. You regain use of this feature after finishing a long rest. A wizard’s way is safer, more predictable and easier to plan with, but a witch’s grasp of primal magic make her spellcasting more flexible and free. At particular levels, the Witch Doctor gains access to more of these abilities so long as he meets the prerequisites. [Bargain with the Ancestral Spirits passive effect] - The Ancestral Spirits have embedded more ancient powers into the Witch Doctor's Ancestral Spear. Aside from being both a drunk and a chatterbox, it turns out Mojo also has a surprisingly keen memory—particularly for magic. Voodoo Bolt [cantrip, action] - the Witch Doctor focuses his voodoo magic into his palm and blasts it at a target, unleashing a bolt of crackling dark energy from his hand. Choose two 1st-level spells with the ritual tag from any spell list: those rituals—and any you are able to teach Mojo down the road— are permanently castable, without taking up a spell slot or a ‘spells known’ slot. At 4th level, your Dark Bargain bestows upon you another gift—the gift of Possession. Spooky Action [5th level spell, action] - the Witch Doctor commands a powerful, unseen force to manipulate physical objects or even creatures at his whim. You must spend an action inciting the magic phrasings and binding the target to the voodoo doll, and can only bind one target per short rest. The figure waves its hand through the air, and seems to slowly pull a jagged, black dagger from the very shadows themselves. If the target fails the save, the poison continues to tick at maximum strength for 1 minutes until either a successful saving throw or until it is cleansed. *Round 1: Each creature within the 360 foot spell radius must make a Constitution saving throw. August 2020. [lvl 5 free action] – drawing on the power of the Old God, the Witch Doctor's bones begin to thicken and grow beneath his skin. Follows the same rules as "Hex.". A talisman is a highly personal item that the witch has imbued with a part of their soul, acting as a channel to the ambient magical energies of the universe. Armor: None Weapons: Dagger, darts, sickle, handaxe, shortbow, quarterstaff To anyone not aware of the Witch Doctor's attack, it feels like a small bug bite at worst. You may cast the Shield spell a number of times equal to your proficiency bonus per long rest without using a spell slot. As their reaction, a wicked witch can cause any creature within 60 feet of her to take disadvantage on any attack roll, ability check or saving throw it is currently making. See below for Witch Doctor spell list. Charisma is your spell casting ability for your Witch Doctor spells, so you use your Charisma whenever a spell refers to your spell casting ability. Variant Human. With a needle in both arms the target has -4 on all attack rolls. Intelligence is your spellcasting ability since your power stems from your ability to interpret the patterns of energy of nature and learn the lore and secret histories of the cultures of the world. Once you use this black magic, you must finish a short or long rest before using it again. While under ancestral guidance you may add 1D4 to an attack roll, saving throw or ability check once per round. You have proficiency with your ancestral armor while you wear it. She may create any potion type magic item of common to very rare quality, with higher costs based on the rarity of the potion. Doll is destroyed upon consumption. However, it does not offer resistance or immunity, and must be cast as a ritual. You can cast a 2nd level magic missile spell by spending 3 spell points instead of 2.). The miraculous part is that he never, ever misses. Drawing several elaborate symbols on the ground on and around the body, he lights some incense in the corpse's mouth and chants a short incantation, swirling the smoke with his arms. So you clearly want to be a master of the dark arts, but what kind of voodoo do you wanna do? Your conveyance can never make an attack or any other combat action. You can make a witch quickly by following these suggestions. Ouija [2nd level spell, ritual] - the Witch Doctor pulls out a large, wooden board with several letters, symbols, and pictures, and attempts to divine information from long-dead voodoo spirits. Flesh to Bone can be cast or dismissed at will. DND 5E backgrounds have given you a detailed character proficiency skill and it is described with most background effect with two types of different sources and it is chosen with the same kind of skill. And when the Old God makes it rain, he makes it pour. The target can continue making Wisdom saving throws (with disadvantage) at the start of every turn in order to break the curse. 2nd Level: Let None Suffer Illness A wise witch’s ways stave off the coming of darkness and decay. Witch's also take 50% of their maximum health in damage when a talisman is destroyed. Each time you gain a level you may add 2 witch spells from the witch spell list of any level you can cast into your talisman. Press J to jump to the feed. The variant Gritty Realism rule presented in the DMG (see p. 267) changes short rests from 1 hour to 8 hours, and long rests from 8 hours to 7 days. And bonus spells of that equal to your proficiency bonus per long rest spell... Instead of 2. ) world is broken Dnd character sheet with print. Summons a swarm of biting, flesh eating locusts arms to fan a path through, to! Cast or dismissed at will the awful sludge, but look for very different things when seeking the out! 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