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Witch Doctor
Shaman

Witch Doctor Shaman are ancient tribal figures from Verdantis Jungle, acting as spiritual intermediaries. They wield dark magic and spiritual energy, protecting allies and manipulating foes with ancestral and elemental powers, commanding respect and fear in their communities.


Witch Doctor Shaman communicate with spirits and use curses and hexes. Their practices spread across the world of Alavir to Undercities and Sky Cities. Over time, they've refined abilities, summoning spirits with totems and casting potent hexes on foes.


Witch Doctor Shaman in Verdantis Jungle protect and guide tribes, shielding from threats. In cities like Capital City, sought for future insights and mediumship. Summon Guardian Spirits and battle dark forces. Deep spirit and tribe bonds maintain realm balance.

Witch Doctor Features By Level

Otherworldly Totem

At 1st level, Your totem gets a new set of features. Choose from the options below, all creatures within 15 feet of the totem are affected.

Dark: Creatures are feared. If you or an ally lands an attack on them before their turn, they take an additional (PM)d6 Dark damage.

Necrotic: Creature's armor are reduced by (PM).

Radiant: Allies within range are cured of one level of Exhaustion, or Crowd Control effect.

Time: Your target has disadvantage on their next initiative roll, and you can grant yourself and all allies within 5 range advantage on their next initiative.

Dark Omen

At 3rd level, when you hit a creature with a spell or attack roll you can enchant a hex on them, they must subtract (Half PM)d4 from attack rolls and saving throws until the start of your next turn.

Speak With The Dead

At 6th level, You can speak with dead creatures as if they were living. You learn to speak the Undead language, and have advantage on Charisma skill checks when interacting with Undead creatures who are non-hostile.

Maledict

At 8th level, (Recharge 5-6) As an action, choose a point you can see within 120 feet of you, an SM number of enemies within 20 feet of that point must succeed on a Fortitude saving throw equal to your Spellcasting DC.

On failure, the creature is maledicted, whenever the creature takes damage, the damage is reduced to half. Each other creature affected by this curse also takes half of the damage as Dark damage. You can channel this up to 10 rounds.

Spectral Guardian

At 11th level, As an action, you can summon a Spectral Guardian to protect a creature within 60 feet of you that you can see. Until the start of your turn, creatures must succeed on a Cognitive saving throw against your Spellcasting DC or attack a different target within their range.

Call Spirits๏ปฟ

At 13th Level, (Recharge 6) As a reaction to an ally being attacked, you can summon spirits to protect them. The attacker must make a Cognitive saving throw against your Spellcasting DC. On failure, the creature takes (PM)d8 + SM Necrotic or Radiant damage and becomes Frightened. They must reroll the attack, if the attack misses the ghosts attack again.

Fortune's Favor

At 16th level, You can see minor glimpses of the future. When you fail a saving throw, skill check, or attack roll you can roll 1d20, on a 20 you succeed.

Finger of Death

At 18th level, (Recharge 6) As an action, you can point at a creature within 120 feet of you that you can see. The creature must succeed on a Fortitude saving throw against your Spellcasting DC. On failure, they take 10d6 + 20 Necrotic damage. If the target has less than 80 hit points and is not Invulnerable to Necrotic damage it dies instantly.

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