Witch Doctor

The Witch Doctor is a Chaneller who has walked the thin line between life and death, studying the mysteries of necromantic magic and the essence of undeath. By attuning themselves to dark energies, they gain the ability to manipulate life force—either healing themselves by drawing from surrounding energies or inflicting necrotic damage upon their foes. Witch Doctors embrace the shadows, thriving in the presence of death, and wield their powers with a unique blend of healing and harm.

Level 3: Witch Doctor Spells

You learn additional spells when you reach certain levels in this class, as shown in the Witch Doctor Spells. These spells count as Chaneller spells for you and do not count against the number of spells you prepare.

Witch Doctor Spells
Chaneller LevelSpells
3Inflict Wounds, Hex, False Life
5Gentle Repose, Ray of Enfeeblement
9Animate Dead, Vampiric Touch
13Blight, Charm Monster
17Reincarnate, Hold Monster

Level 3: Defy Death

You have advantage on death saving throws. Additionally, when you heal a creature at 0 hit points, you heal the maximum instead of rolling for the amount.

Level 3: Voodoo Magic

When you deal necrotic damage to a creature using a Chaneller spell or cantrip, or when you cast a spell from the necromancy school that targets a creature, you can roll a d6. You choose one of the following effects:

  • You regain hit points equal to the number rolled.
  • The target takes additional necrotic damage equal to the number rolled.

The healing or damage increases as you gain levels in this class: 2d6 at 11th level, and 3d6 at 17th level.

You can use this feature a number of times equal to your Spellcasting modifier (minimum of once), regaining expended uses when you finish a Short or Long Rest.

Level 6: Soul Mark

As a Magic Action, you can touch a living creature and mark it with a Soul Mark, which lasts for 1 hour. While a creature is affected by your Soul Mark, the following effects apply:

  • When the creature takes damage from a spell or cantrip you cast, it takes additional necrotic damage equal to your Spellcasting modifier (minimum of 1). This bonus applies only once per instance of damage.
  • When the creature receives healing from a spell you cast, it regains additional hit points equal to your Spellcasting modifier (minimum of 1). This bonus applies only once per instance of healing.

While the Soul Mark is active, you and the marked creature are aware of each other’s current hit points and location, as long as you are within 180 feet of one another and on the same plane of existence. You can end the Soul Mark early as a bonus action on your turn.

You can have only one Soul Mark active at a time. If you use this feature again, the oldest mark ends immediately.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 10: Deathful Nourishment

When you deal a killing blow against a living target, you gain temporary HP equal to your Spellcasting modifier + your Chaneller level.

If the target had a Soul Mark, you can distribute additional temporary hit points equal to your Spellcasting modifier + your Chaneller level to creatures other than yourself within 30ft that you can see.

Level 14: Soulbrand

Your mastery over powers beyond the grave expands. You can maintain a Soul Mark on up to two creatures at the same time.

The range at which you can sense a Soul Marked creature’s location and current hit points increases to 1 mile, as long as you are on the same plane of existence.

If you have two Soul Marks active, each mark is individually linked to you but not to each other. Soul Marked creatures cannot sense one another through the connection unless you choose to allow shared awareness between one or all marked targets.

A creature affected by your Soul Mark has vulnerability to necrotic damage against your Chaneller spells. If the creature was immune to necrotic damage, it is instead resistant while the Soul Mark is active.

Additionally, when you use your Voodoo Magic feature against a creature affected by your Soul Mark, you do not expend a use of that feature.