Hello everyone, and welcome to another great edition of Best in Class, where we endeavor to bring you new and ever more exciting class options each and every week. This week I wanted to devote a little time to talking about one of the most interesting character archetypes, which hasn’t been substantially explored in D&D: that of the witch doctor. I’m not going to focus on real-life practitioners of traditional healing, such as Sangoma, but instead on the concepts we have in Western culture of healers who spend their time cursing people, having trances, and raising zombies. Scope out my new 10-level prestige class, which attempts to look at these fascinating ideas.
New Prestige Class
The Witch Doctor
For good or ill, witch doctors tap into dangerous magics and unconventional medicines to interact with the physical and metaphysical universe. Many legends and myths exist about witch doctors, leading to confusion and misunderstanding about what those who choose to practice this art are capable of and motivated by. In truth, those who aspire to the role of witch doctor are nothing more or less than those who combat the influence of spirits in the natural world. While numerous traditions exist which define the societal and cultural roles of the witch doctor, and ultimately serve to guide the morality he adheres to and his individual mission, all witch doctors practice a series of similar arts. To serve their goals, be they virtuous or wicked, witch doctors employ curses, shamanistic dances, and herbal medicine and remedies.
Hit Die: d6.
Requirements
To qualify to become a witch doctor, a character must meet all the following criteria.
Skills: Heal 5 ranks.
Spells: Must be able to cast 2nd-level spells.
Class Skills
The witch doctor’s class skills are Craft (Int), Heal (Wis), Perception (Wis), Perform (Cha).
Skill Ranks per Level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the witch doctor prestige class.
Proficiencies: The witch doctor gains no additional proficiencies with any weapons or armor.
Curse Board (Sp): The witch doctor may enchant a piece of wood to become his curse board. A witch doctor may only have one such board at a time. A witch doctor can curse an individual by speaking his name, or by giving a suitably accurate description of that individual, (such as “the one-eyed man who killed my father”), and driving a nail into his curse board. This ability functions identically to the spell bestow curse,except that the effect is not limited by distance and the saving throw DC is equal to 10 + the witch doctor’s witch doctor level + the witch doctor’s Wisdom bonus, and the effect endures only so long as the nail remains in the board. Removing the nail is a move action, but is difficult for any but the witch doctor; any other creature attempting to remove the nail must succeed on a DC 15 Strength check. A witch doctor may drive a number of nails into his curse board equal to his current witch doctor level.
At 5th level, this ability improves, allowing him to gain a more powerful curse, the equivalent of a -8 decrease to an ability score (minimum 1); or -6 to attack rolls, saves, ability checks, and skill checks; or a similarly powerful effect. At 10th level, this ability improves further, allowing the witch doctor to achieve the equivalent of a -10 decrease to an ability score, or a similarly powerful effect.
Dance of Divination (Sp): Beginning at 2nd level, the witch doctor can perform a special dance as a full-round action once per day in order to cast any divination spell he knows as a spell-like ability. The save DCs for any saving throws allowed by the spell are Wisdom-based.
Herbal Remedies (Sp): Beginning at 3rd level, the witch doctor can use certain natural ingredients in order to create the effect of any spell of 1st level or lower that could be made into a potion. He may use this ability a number of times per day equal to his witch doctor level. The potions created in this way lose potency after 24 hours. At 6th level, the witch doctor can use this ability to replicate the effect of any spell which could be produced as a 2nd-level potion. At 9th level, he may use this ability to replace the effect of any 3rd-level spell.
Dance of Conjuration (Sp): Beginning at 4th level, the witch doctor can perform a special dance as a full-round action once per day in order to cast any conjuration spell he knows as a spell-like ability. The save DCs for any saving throws allowed by the spell are Wisdom-based.
Dance of Abjuration (Sp): Beginning at 6th level, the witch doctor can perform a special dance as a full round action once per day in order to cast any abjuration spell he knows as a spell-like ability. The save DCs for any saving throws allowed by the spell are Wisdom-based.
Mask: Beginning at 7th level, the witch doctor can create a special mask which offers him certain protective abilities. When he creates this mask, he must choose a creature type. Against any creature of that type, he gains benefits as though he were protected by the spell protection from evil,except that the creature’s alignment is not relevant. A witch doctor’s mask is often wooden, but might take the form of face paint or ritual scarring, and never uses his head slot. Once a witch doctor has chosen his mask, he may not use a different one without a ritual which requires 24 hours and 100 gp worth of rare oils.
Dance of Enchantment (Sp): Beginning at 8th level, the witch doctor can perform a special dance as a full-round action once per day in order to cast any enchantment spell he knows as a spell-like ability. The save DCs for any saving throws allowed by the spell are Wisdom-based.
Dance of Necromancy: Beginning at 10th level, the witch doctor can perform a special dance as a full-round action once per day in order to cast any necromancy spell he knows as a spell-like ability. The save DCs for any saving throws allowed by the spell are Wisdom-based.