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View Full Version : D&D 5e/Next Witch doctor (Wizard subclass)



mcumoric
2020-10-10, 11:18 PM
Witch doctor
Witch doctors are wizards that channel black magic, spells that steal the lifeforce of magical creatures to increase potency.

Black magic
Starting at the 2nd level, you learn how to use black magic. As an action you can touch a creature that has the “Innate spellcasting” or “Spellcasting” trait.
You steal one of the uses of their spells and gain a spell slot of the same level as the spell you stole.
If the creature isn’t willing they must make a wisdom saving throw versus your spell save dc.
A spell cast with this slot has a +2 bonus to attack rolls and saving throws it causes, however this spell slot is a cursed spell slot.
When you cast a spell with the cursed slot, there is a 33% chance that the spell activates a wild magic surge (As per the wild magic sorcerer table).
You also may not steal a spell if the slot level is higher than what you can cast and you do not have a spell slot of that level missing.

Potent brew
Starting at the 2nd level, during a short rest or an hour long period you can brew a dark potion. When this potion is draken the creature gains a number of temporary hit points equal to your level + your intelligence modifier. In addition you gain proficiency in the medicine skill.

Wild dance
Starting at the 6th level, you may start a wild hypnotising dance as an action. The dance lasts for up to 1 minute. During this time you may not take action or reactions other than dancing and chanting wildly. Each creature of your choice within 20 feet of yourself that can see you must make an intelligence saving throw versus your spell save dc, which on a fail they are incapacitated and their movement speed is 0.

Mumbo jumbo
Starting at the 10th level, you can start to babble wildly on your turn. Each creature within 30 feet of you that can hear you must make a wisdom saving throw, which on a fail they gain the Bewildered condition for 1 minute or until they take damage.
While bewildered:

- The bewildered creature is focused on the cause of their bewilderment, allowing other creatures to have advantage on attack rolls against them.
- The bewildered creature has disadvantage on strength and dexterity saving throws.
- The bewildered creature has disadvantage on perception checks to notice anything other than the cause of their bewilderment.
- The bewildered creature movement is halved.

Advanced black magic
Starting at the 10th level, when you steal a spell slot with black magic you can steal 2 slots instead of 1.

Pure black magic
Starting at the 14th level, when you steal a spell slot with black magic you can steal 3 slots instead of 2.