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Witch Doctor

Witch Doctor
Standing between her tribe and the marauding orcs, a
medicine woman conjures the spirits of her people’s ancestors
to bolster the resolve of her clansmen, to substitute her life
force for theirs.
Passing through the gates of the city ruled by the tyrannous
sorcerer king, the adventurers pass unseen as the elf takes the
illusory form of a local official conducting his business.
A gnome, excluded from his community found great solace
in the voices of the spirits who haunted his forest home. Soon,
these voices became greater friends to him than any of his
clan, and aided by their powers he began to visit mischief
upon any wanderer lost among the trees.
Calling on powerful spirits of the departed, witch doctors
can manipulate life and death in powerful ways. Their
ancestral magic can be a powerful boon to those who seek
their wisdom as friends, but can be dominating weapons
against those who would oppose them. Harnessing the power
of the great Loa, they extend their abilities beyond those of
mere mortals and gain mastery over both material and
spiritual existence.
Commune With the Afterlife
Aware that death is not as final as commonly believed, witch
doctors are unparalleled in their ability to communicate with
those who have passed beyond this life. The spirit world is a
place of death and undeath, where the souls of the dead linger
about the material plane to fulfill their unfinished business.
The witch doctor is the prime mediator between life and
death, communing with these spirits in order to gain magical
powers.
Not all spirits are created equal, however, and each witch
doctor can call upon specific spirits to accomplish specific
tasks. While some of these spirits are tormented by their
deeds among the living, others have attained a new level of
clarity after shedding their mortal coil. The primary means of
tapping into this realm is through the shrunken head or other Creating a Witch Doctor
magical components that complete ancient rituals and
incantations and draw power from this world of undeath. Central to your creation of a witch doctor is your character’s
relationship to the spirit world. Consider what drew your
Gods Among Spirits character to first listen to the voices from beyond the grave.
Among the spirits of the departed, a number have achieved What does your character think about life and death? Does
power beyond that of a normal soul. These are called the Loa your character act out of fear of the next life or does your
who have established realms of influence within the spirit character welcome its unlimited possibilities? Also consider
world and the world of the living. Embodying different the ancestral nature of many of these spirits. What about your
domains such as Death, Luck, or Mischief, these Loa often character’s culture might influence the way they interact with
take the form of avatar creatures that best exemplify their the spirit world?
domain. Witch doctors who offer their complete devotion to Make sure to consult your DM regarding the nature of the
one of these Loa receive in exchange various powers that form spirit world in your campaign. In some stories it may be best
the core of their magical abilities. associated with one or more of the inner or outer planes of
As the Loa are the most powerful of the spirits, they often existence, if not simply spirits present amidst the material
represent the highest virtues of the respective witch doctor plane.
who worships them. The Loa additionally are not always Quick Build
aligned in all things, often at tension with one another and You can make a witch doctor quickly by following these
vying for influence within the spirit world and the material suggestions. First, Wisdom should be your highest ability,
realm. followed by Constitution. Second, choose the hermit
background.

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The Witch Doctor
Level Proficiency Bonus Features Cantrips Known Rituals Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spell Casting, Loa Attunement 3 2 2 — — — — — — — —
2nd +2 Roll the Bones 3 2 3 — — — — — — — —
3rd +2 Archetype 3 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 3 4 3 — — — — — — —
5th +3 Loa Feature 4 4 4 3 2 — — — — — —
6th +3 Archetype Feature 4 4 4 3 3 — — — — — —
7th +3 — 4 5 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 5 4 3 3 2 — — — — —
9th +4 Loa Feature 4 6 4 3 3 3 1 — — — —
10th +4 Archetype Feature 5 6 4 3 3 3 2 — — — —
11th +4 Spiritual Echo 5 7 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 7 4 3 3 3 2 1 — — —
13th +5 Loa Feature 5 8 4 3 3 3 2 1 1 — —
14th +5 Archetype Feature 5 8 4 3 3 3 2 1 1 — —
15th +5 Shadow Walk 5 9 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 9 4 3 3 3 2 1 1 1 —
17th +6 Loa Feature 5 10 4 3 3 3 2 1 1 1 1
18th +6 — 5 10 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 11 4 3 3 3 3 2 1 1 1
20th +6 Call to the Ancestors 5 11 4 3 3 3 3 2 2 1 1

Class Features Equipment


You start with the following equipment, in addition to the
As a witch doctor, you gain the following class features equipment granted by your background:
Hit Points (a) a wooden shield or (b) a light crossbow and 20 bolts
Hit Dice: 1d8 per witch doctor level (a) two daggers or (b) a spear
Hit Points at 1st Level: 8 + your Constitution modifier (a) a component's pouch or (b) a shrunken head
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution leather armor, an explorer's pack and an ornamental
modifier per witch doctor level after 1st headdress
Proficiencies Spellcasting
Armor: Light armor, shields
Weapons: Clubs, daggers, darts, sickles, slings, spears, Through your strong connection to the spirit world, you are
quarterstaffs, light crossbows able to cast spells. See chapter 10 for the general rules of
Tools: Herbalism kit, and alchemist's supplies or weaver’s spellcasting and the end of this supplement for the witch
tools doctor spell list.
Saving Throws: Intelligence, Wisdom Cantrips
Skills: Choose two from Arcana, Animal Handling, Insight, At 1st level, you know three cantrips of your choice from the
Medicine, Nature, Perception, Religion, and Survival witch doctor spell list. You learn additional witch doctor
cantrips of your choice at higher levels, as shown in the
Cantrips Known column of the Witch Doctor table.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Preparing and Casting Spells Roll the bones
The witch doctor table shows how many spell slots you have
to cast your spells of 1st level and higher. To cast one of these At 2nd level, you gain the ability to roll the bones and learn
spells, you must expend a slot of the spell's level or higher. You insight into the future. Roll a d20 twice at the start of each day.
regain all expended spell slots when you finish a long rest. You gain proficiency in two skills according to the table below
During a long rest you prepare the list of witch doctor spells for the day until you finish a long rest. If you already have
that are available for you to cast, choosing from the witch proficiency in that skill, your proficiency bonus is doubled for
doctor spell list. When you do so, choose a number of witch any ability check made with that skill. If your proficiency
doctor spells equal to your Wisdom modifier + your witch bonus is already doubled, triple it.
doctor level (minimum of one spell). The spells must be of a d20 Skill d20 Skill
level for which have spell slots.
1 No Skill 11 Animal Handling
Spellcasting Ability 2 Athletics 12 Insight
Wisdom is your spellcasting ability for your witch doctor
spells. 3 Acrobatics 13 Medicine
The power of your spells comes from the spiritual world 4 Sleight of Hand 14 Perception
and your ability to connect and channel it. You use your
Wisdom whenever a witch doctor spell refers to your 5 Stealth 15 Survival
spellcasting ability. In addition, you use your Wisdom modifier 6 Arcana 16 Deception
when setting the saving throw DC for a witch doctor spell you
cast and when making an attack roll with one. 7 History 17 Intimidation
8 Investigation 18 Performance
Spell Save DC = 8 + your proficiency bonus + 9 Nature 19 Persuasion
your Wisdom modifier 10 Religion 20 Any Skill
Spell attack modifier = your proficiency bonus +
your Wisdom modifier Witch Doctor Archetype
Ritual Casting At 3rd level, you choose an archetype that you best describes
You can cast a witch doctor spell as a ritual if that spell has how you interact with the spirits. Choose Spirit Guide,
the ritual tag and you have that spell prepared. Demented Priest, or Spirit Channeler, all detailed at the end
of the class description. The archetype you choose grants you
Spellcasting Focus features at 3rd level and again at 6th, 10th, and 14th level.
You can use a shrunken head as a spellcasting focus for your
witch doctor spells. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Ritualism 19th level, you can increase one ability score of your choice by
Beginning at 1st level, the witch doctor begins having dreams 2, or you can increase two ability scores of your choice by 1. As
or visions of lingering spirits sharing ancient magics. normal, you can’t increase an ability score above 20 using this
You may add two spells from any class's spell list with the feature.
ritual tag that is of a level you can cast to your prepared spells. Using the optional feats rule, you can forgo taking this
You always have these rituals prepared, and they do not count feature to take a feat of your choice instead.
against the number of witch doctor spells you have prepared.
These spells can only be cast as rituals. You learn additional Spiritual Echo
rituals of your choice at higher levels, as shown in the Rituals At 11th level, you have such strong connection to the spirit
Known column of the Witch Doctor table. world, you leave an echo of yourself behind you when you
walk. When you take the move action on your turn, you leave
Loa Attunement behind a spiritual echo of yourself, that stays in place until the
Choose one Loa to worship: Death, Knowledge, Life, Luck, beginning of your next turn. You may cast spells from this
Mischief, or War. Each Loa is detailed at the end of the class point as if you were standing there yourself.
description, and each one provides details about the animals
associated with them. Your choice grants you features when Shadow Walk
you choose it at 1st level. It also grants you additional benefits At 15th level, you can step through the spirit realm and return
at 5th, 9th, 13th, and 17th levels. to places you've been before. When an enemy makes a melee
weapon attack or a spell attack against you, as a reaction you
may swap places with your spiritual echo. Also, as a bonus
action on your turn, you may move your spiritual echo up to
your movement speed in any direction.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spirit Swap
At 3rd level, you gain the ability to drain your own life force to
give to your allies. You are given a pool of d6 equal to your
witch doctor level. As an action you may expend any number of
those die to lose life equal to the roll, and grant temporary hit
points equal to the life lost this way to an ally within 30 feet of
you. You regain all die when you finish a long rest.
Soothsayer
At 6th level, you gain the ability to Roll the Bones for an ally
instead of yourself.
Soul Link
At 10th level, you gain the ability to intertwine your soul with
an ally's soul. You choose an ally within 30 feet of you and link
together. You gain 20 temporary hit points, then until you end
this effect as a bonus action, half of the damage dealt to the
linked ally is dealt to you instead. Once you use this feature,
you can't use it again until you finish a long rest.
Fountain of Souls
At 14th level, whenever you cast a spell of 1st level or higher,
one ally within 30 feet of you gains temporary hit points equal
to the spell's level + your Wisdom modifier.
Demented Priest
Connecting most with the spirits of fury, these witch doctors
attack their enemies by using their magical abilities to cause
harm and ruin.
Necrotic Influence
Call to the Ancestors At 3rd level, whenever you do damage with a spell of 1st level
or higher, add 1d6 necrotic damage.
You are able to reach out for help from your Loa and receive This damage increases to 2d6 at 6th level; 3d6 at 10th level;
their aid in return. At 20th level, you can summon the power of and 4d6 at 14th level
your Loa in the form of a clone. In combat, your clone rolls its
own initiative and acts on its own turn. Your clone can do Cursed Doll
everything that you can, but you share spell slots. The clone At 6th level you gain the ability to make a cursed doll. By
lasts for 1 minute. You control both your own turn and your obtaining a lock of hair, a tooth, or a piece of clothing from a
clone's turn. Once you use this feature you can't use it again creature, you can spend 8 hours making a cursed doll that is
until you finish a long rest. linked to them. After the doll is complete, anything that you do
to the doll is done to the creature it is linked to. You cannot
Witch Doctor Archetypes reduce a creature's hit points to 0 with the doll. Once the doll
has been dealt 20 points of damage, it breaks. The link can be
Different traditions and mentalities guide witch doctors severed by the spell remove curse.
through their spiritual journeys. These guides allow witch
doctors to become archetypes that give them a purpose and Surge of Power
path to follow. Their connection to the spiritual world opens At 10th level, Your Loa has recognized your strength and will
up the archetypal possibilities, but most witch doctors follow grant you temporary power. As an action you can call forth the
these three paths: the Spirit Guide, the Demented Priest, and power of your Loa and be granted the effects of the haste
the Spirit Channeler. spell for up to 1 minute. You can use the extra action to cast
spells. Once you use this feature, you may not use it again
Spirit Guide until you have finished a long rest.
Connecting most with the spirits of protection, these witch Spirit Vessel
doctors shield their allies by using their magical abilities to
put themselves in harms way. At 14th level, you can begin storing the energy of the blows
that you suffer. You can store the damage that you take for up
to 8 hours, then as an action you can unleash all of the
damage stored up inside of you. Each creature, except you,
within a 20 foot radius must succeed on a Constitution saving
throw against your spell save DC, or take necrotic damage
equal to the amount stored, half as much on a successful save.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spirit Channeler Advanced Channeler
At 10th level, you learn the following additional auras:
Witch doctors who become spirit channelers are able to Aura of Torpor You call hungry spirits to your aura who
radiate spiritual energy in an aura around them. The auras are feed off the life force of all those inside its range. All creatures,
the spirits of the world offering their assistance to the witch excluding you, who start their turn within the aura must make
doctor in ways only they know how. a Constitution saving throw against your spell save DC. On a
Novice Channeler failed save, that creature gains one level of exhaustion. Upon
Starting a 3rd level when you choose the spirit channeler leaving the aura, or the aura ending, that creature does not
archetype, you learn to call upon the power of lost spirits that retain this level of exhaustion.
encircle you in an aura. You learn four auras. These auras Aura of Fear You call the spirits of long-dead horrors to
extend 10 feet in all directions around you when they are your aura. All creatures, excluding you, within the aura suffer
active. You may activate or deactivate an aura that you know a -2 penalty to all Wisdom Saving Throws made while inside
as a bonus action. You may only have one aura active at a time the aura.
and active auras last up to 1 minute. You can activate a Aura of Guidance Your aura channels spirits that cast a
number of auras equal to your Wisdom Modifier (minimum of ghostly outline on all enemies affected. When an enemy
1) before finishing a short or a long rest. creature enters your aura or begins its turn inside your aura it
As an action, you can extend the range of your active aura must make a Dexterity saving throw against your spell save
by 10 feet until the start of your next turn. You learn additional DC. On a failed save, as long as they remain in your aura,
auras at 6th level and again at 10th level. attack rolls made against them by you or your allies have
At 3rd level, you learn the following auras: advantage.
Aura of the Lightfoot The spirits envelop your allies, Master Channeler
helping them slip through space in the material plane. The You have become an expert liaison between the material plane
movement speed of you and all allies within range increases and the spirits of the departed who have come to regard you
by 10 feet. as a great channeler, and permit you to call upon them more
Aura of Affliction Your aura calls upon tormented spirits freely. At 14th level, you gain the ability to have two auras
punished in the afterlife. All creatures, excluding you, within active at a time. When you use your action to extend the range
range of your aura hear their agonized screams and suffer a -2 of your active aura, you can choose to extend one or both of
penalty to AC. your auras.
Aura of Safeguard You call protective spirits to your aura
who envelop your allies, warding off damage of one type.
Choose a type of damage when you activate your aura. For
the duration of the aura, allies within its range receive
resistance from the damage type chosen.
Aura of Fortification You call the spirits of lost witch
doctors to your aura who bolster the life-giving magic of you
and your allies. Anytime you or your allies regain hit points,
they may regain an additional 1d4.
Intermediate Channeler
At 6th level, you learn the following additional auras:
Aura of Mirth You call joyous spirits to your aura that
brighten the countenance of you and your allies within it. You
or your allies in range receive a +2 on all Charisma checks
made while inside the aura.
Aura of Muffling You call the spirits to swirl about you and
block all noise emitted within your aura. Any noise made
inside the range of your aura is dampened but not silenced.
Any Wisdom (Perception) check reliant on hearing made to
locate you or any creature within the aura has disadvantage.
Aura of Secrets You call the spirits of unlucky adventurers
to help search the area around you. If there is a secret door or
trap within the range of your aura, these spirits swirl about the
secret, highlighting it, revealing its dimensions and hint at its
basic operation.
Aura of Recollection You call ancestral spirits to you that
share with you and your party their wisdom from times of old.
You and all allies within range gain advantage on all
Intelligence (History) checks as long as you remain within the
range of the aura.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Loa
The Loa are the god-like spirits that witch doctors worship.
They are the rulers of the spiritual world and as such have
immense power. By giving your life to the Loa, they may in
return offer you some of their strength. This is where the
witch doctors receive their great power. Each Loa has its own
way their followers should live, their own virtues to ascribe to.
These virtues are important if the witch doctor wishes to
maintain the power that it has received.
Loa of Death - The Bat
The Loa of Death is responsible for making sure the spirits of
the living make their way to the afterlife once they have passed
on. This Loa values respect for the dead, but also feeds off of
the fear that the living have of death. The Loa of Death and
the Loa of Life are always in a constant state of tension.
Witch doctors who choose the Loa of Death are choosing a Loa of Knowledge - The Owl
path of dread and fear. One must love the power that comes
along with fear, or possibly have an admiration of the The Loa of Knowledge is responsible for the creation of ideas
macabre. and the spread of information in the world. This Loa values
learning and understanding, as well as creativity. It hopes to
Vampyrism spread the knowledge that it has to the world of the living,
When you choose the Loa of Death at 1st level , you gain the piece by piece. The Loa of Knowledge and the Loa of Luck are
ability to feed off of the recently departed. Whenever you always in a constant state of tension.
reduce a creature's hit points to 0 in combat using a spell of Witch doctors who choose the Loa of Knowledge are
1st level or higher, you gain temporary hit points equal to the choosing of path of insight and practicality. One must love
level of spell slot used + your witch doctor level. learning and knowing the secrets of the world that are hidden
away in pages long forgotten.
Pass the Message Along
At 5th level, whenever a creature dies, you may absorb their Night Owl
spiritual energy. When you touch a creature who has died When you choose the Loa of Knowledge at 1st level, you learn
within the past 10 minutes, you gain vague knowledge of their one additional witch doctor cantrip. Additionally, you gain
memories from the last 48 hours. darkvision out to 60 feet.
Ears Up Zephyr
At 9th level, you gain Keen Hearing. You have advantage on At 5th level, when you move, it is as if there is a gust of wind
Wisdom (Perception) checks that rely on hearing. pushing you along at a higher rate of speed. Your movement
speed is increased by 10 feet. You also cause disadvantage to
Take Flight your enemy's opportunity attacks against you.
At 13th level, you gain the ability to sprout bat wings and fly.
As a bonus action, materialize bat wings with a wingspan Eyes Wide Open
equal to twice your height and gain flying speed equal to your At 9th level, you gain Keen Sight. You have advantage on
movement speed. You can dismiss the wings as a bonus Wisdom (Perception) checks that rely on seeing.
action.
Master Hunter
Near Death Experience When it's night time, you become a vicious hunter. At 13th
You have such a connection to the spirit world now, you can level, you can add your Wisdom Modifier to your Attack, Spell
move freely between it and our world. At 17th level, as an Attack, and Damage rolls if it is night time.
action, you can phase into the spirit world and become
untargetable. While in the spirit world you cannot interact 20 / 20
with those in the material plane, though you can see ghostly At 17th level, you gain the ability to not only know the present,
outlines of those within it. You can phase back into the but the future. You can cast the foresight spell once with this
physical world using a bonus action. trait and regain the ability to do so when you finish a long rest.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Loa of Life - The Butterfly You learn Bullywug and you can communicate simple Bett
concepts to frogs and toads when you speak in Bullywug. You a
The Loa of Life is responsible for the birth of all things living 5th le
and maintaining the life in the world. This Loa values vigor or a s
and well-being most of all. It strives to heal those in need, and which
stave off the forces of death. The Loa of Death and the Loa of savin
Life are always in a constant state of tension. You
Witch doctors who choose the Loa of Life are choosing a you. Y
path of vitality and positivity. One must have a love for all yours
things living, and protect against anything that might try and You
harm the living.
All Natural Wha
When you choose the Loa of Life at 1st level, you are very in You a
tune with the world and the nature in it. You learn the ways.
druidcraft cantrip from the Druid Spell List. You may also magic
learn one other cantrip from the Druid Spell List. one s
DM c
Faerie Dust use it
You exude a magical healing aura around you when you fight. Hid
At 5th level you gain the ability to heal your allies during At 13
combat. Whenever an ally moves within 5 feet of you, they You g
gain 1d6 hit points. If they do, they may not use this feature of a c
again for the rest of combat. hair o
The amount of hit points that are gained increases to 2d6 at that c
9th level, 3d6 at 13th level, and 4d6 at 17th level.
Thr
Float Like a Butterfly At 17
You are getting pretty light on your feet. At 9th level, you have Slipp
advantage on Dexterity saving throws. feet to
Life Binding can s
You have learned to infuse healing spiritual energy into your attack
allies. At 13th level as an action, you and one ally within 60 Loa
feet gain 10d10 health. Once this feature has been used, you
cannot use it again until you finish a long rest. The L
and c
The Cycle of Life and Death decep
At 17th level, you gain the ability of rebirth. If your hit points the ex
are reduced to 0, you shed your body and emerge completely War a
anew. Return to maximum hit points and stand back up Wi
without causing opportunity attack. You can only use this of pat
feature once per week. the pr
have
Loa of Luck - The Frog gets h
The Loa of Luck is responsible for the constantly shifting Who
forces of luck in the living world. This Loa values whimsy and When
spontaneity. It wants the living to roll the dice and see where ability
they fall. The Loa of Knowledge and the Loa of Luck are once
always in a constant state of tension. finish
Witch doctors who choose the Loa of Luck are choosing a
path of free will and randomness. One must have a desire to Serp
go with the flow and fear not the consequences of one's own You h
actions. learn
Wait? How Long is your tongue? prepa
When you choose the Loa of Luck at 1st level, you gain frog Goo
like qualities. You can breathe air and water. Your swimming
speed is equal to your movement speed. Your long jump is up
to 15 feet and your high jump is up to 10 feet, with or without
a running start.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spitting Distance Stay on Tempo
At 13th level you gain the ability to excrete a corrosive acid At 5th level, you start to benefit from mixing up your training.
from your mouth. As an action, make a ranged weapon attack If you cast three different spells of 1st level or higher in a row
at target within 10 feet. If hit, the target takes 9d6 acid within 1 minute, you regain one 1st level spell slot or lower.
damage and the corrosive properties of the acid start melting The level of the spell slot you regain increases by one at 9th,
their armor. Nonmagical armor suffers a permanent -1 penalty 13th, and 17th levels.
to AC. You may use this feature once before finishing a short
or a long rest. Triumphant Shout
At 9th level, you gain the ability to call out to the spirits and
Petrifying Gaze have them shield you. Whenever an enemy casts a spell, you
At 17th level you have the ability to turn people into stone. You can use your reaction to gain extra defenses against magical
may shoot a petrifying gaze from your eyes, each creature attacks. You have advantage on saving throws against spells
within a 15 foot cone originating from your eyes must make a and you have resistance against the damage of spells until the
Constitution saving throw against your spell save DC. If they start of your next turn. You can use this feature twice before
fail the save and they are looking in your direction, they you finish a long rest.
become petrified. If they fail the save and they aren't looking
your direction, their movement speed is reduced by half for up Thundering Herd
to 1 minute. A creature that makes its save is immune to the At 13th level you may summon a thundering herd of ghostly
effect for 24 hours. You may use this feature once before cattle from the spirit world. They form in a straight line 30 feet
finishing a long rest. wide and charge up to 500 feet away. If a creature is caught in
the path, they must succeed on a Dexterity saving throw or be
Loa of War - The Bull knocked prone and take 8d8 bludgeoning damage, half as
The Loa of War is responsible for the ever shifting tides of much damage on a successful save. Once you use this feature,
battle. This Loa values inspiration and strategy. It seeks to you can't use it again until you finish a long rest.
reward those who make something of themselves in battle. Quick Shot
The Loa of Mischief and the Loa of War are always in a At 17th level, you have perfected the use of one your favorite
constant state of tension. spells. Choose one of your spells of 1st through 3rd level that
Witch doctors who choose the Loa of War are choosing a has a casting time of 1 action. That spell's casting time is now
path of anger and destruction. War is not a happy time, but for 1 bonus action for you. The regular rules of spellcasting still
some it is where they excel. One must have a love for combat apply.
and the strength it takes to overcome an opponent.
Fortune Favors the Prepared Credits and Inspirations
When you choose the Loa of War at 1st level, as long as you
prepare 2 spells today that you didn't have prepared yesterday, Created by: Conner Smith
you have a sharpened mind. You can add your Wisdom All thanks to:
Modifier to your initiative.
Pattycakeee's Shaman class -------------- RadioactiveCashew

Kate Rauch ---------- Matthew Bailey ----------- Jordan Rehbock

Thudnfer -------Pohsivix--------Cover Art: ZFischerillustrator

Shaman from Deadlands: Pinnacle Entertainment Group

Forest by Adam Paquette

Shaman of Forgotten Ways by Tyler Jacobson

Overflowing Insight by Lucas Graciano

Greater Good by Mathisa Kollros

Fell Specter by Dimitar Marinski

Lifespring Druid by Willian Murai

Loyal Subordinate by Tomasz Jedruszek

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cantrips (0 Level) 3rd Level 6th Level 9th Level
Chill Touch Animate Dead Bones of the Earth Astral Projection
Fire Bolt Bestow Curse Circle of Death Foresight
Guidance Call Lightning Create Homunculus Imprisonment
Light Clairvoyance Create Undead Mass Polymorph
Shillelagh Dispel Magic Forbiddance Psychic Scream
Shocking Grasp Life Transference Heal Storm of Vengeance
Spare the Dying Mass Healing Word Magic Jar True Resurrection
Thaumaturgy Remove Curse Planar Ally
Toll the Dead Revivify Soul Cage
Sending True seeing
1st Level Speak with Dead
Bane Spirit Guardians 7th Level
Bless Vampiric Touch Etheralness
Cause Fear Plane Shift
Chaos Bolt 4th Level Regenrate
Charm Person Arcane Eye Symbol
Command Banishment
Cure Wounds Blight 8th Level
Detect Evil and Good Charm Monster Abi-Dalzim’s Horrid Wilting
Dissonant Whispers Death Ward Antimagic Field
Healing Word Dimension Door Control Weather
Hex Divination Earthquake
Faerie Fire Hallucinatory Terrain Tsunami
Fog cloud Locate Creature
Guiding Bolt Phantasmal Killer
Inflict Wounds Polymorph
Protection from Evil and Sickening Radiance
Good Stoneskin
Ray of Sickness
Shield of Faith 5th Level
Unseen Servant Awaken
Witch Bolt Bigby's Hand
Commune
2nd Level Contact Other Plane
Augury Contagion
Barkskin Danse Macabre
Beast Sense Dispel Evil and Good
Darkness Enervation
Flame Blade Greater Restoration
Healing Spirit Legend Lore
Hold Person Mass Cure Wounds
Lesser Restoration Negative Energy Flood
Magic Weapon Planar Binding
Mirror Image Raise Dead
Misty Step Reincarnate
Ray of Enfeeblement Scrying
See Invisibility
Spiritual Weapon

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