Witch Doctor

by Homebrewed

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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 magical components that complete ancient rituals and incantations and draw power from this world of undeath.

Gods Among Spirits

Among the spirits of the departed, a number have achieved power beyond that of a normal soul. These are called the Loa who have established realms of influence within the spirit world and the world of the living. Embodying different domains such as Death, Luck, or Mischief, these Loa often take the form of avatar creatures that best exemplify their domain. Witch doctors who offer their complete devotion to one of these Loa receive in exchange various powers that form the core of their magical abilities.

As the Loa are the most powerful of the spirits, they often represent the highest virtues of the respective witch doctor who worships them. The Loa additionally are not always aligned in all things, often at tension with one another and vying for influence within the spirit world and the material realm.

Creating a Witch Doctor

Central to your creation of a witch doctor is your character’s relationship to the spirit world. Consider what drew your character to first listen to the voices from beyond the grave. What does your character think about life and death? Does your character act out of fear of the next life or does your character welcome its unlimited possibilities? Also consider the ancestral nature of many of these spirits. What about your character’s culture might influence the way they interact with the spirit world?

Make sure to consult your DM regarding the nature of the spirit world in your campaign. In some stories it may be best associated with one or more of the inner or outer planes of existence, if not simply spirits present amidst the material plane.

Quick Build

You can make a witch doctor quickly by following these suggestions. First, Wisdom should be your highest ability, followed by Constitution. Second, choose the hermit background.

The Witch Doctor
Level Proficiency Bonus Features Cantrips Known Rituals Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Ritualism , Loa Attunement 3 2 2
2nd +2 Roll the Bones 3 2 3
3rd +2 Spiritual Road 3 3 4 2
4th +2 Ability Score Improvement 4 3 4 3
5th +3 Loa Attunement Feature 4 4 4 3 2
6th +3 Spiritual Road Feature 4 4 4 3 3
7th +3 Spiritual Echo 4 5 4 3 3 1
8th +3 Ability Score Improvement 4 5 4 3 3 2
9th +4 4 6 4 3 3 3 1
10th +4 Spiritual Road Feature 5 6 4 3 3 3 2
11th +4 5 7 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 7 4 3 3 3 2 1
13th +5 Loa Attunement Feature 5 8 4 3 3 3 2 1 1
14th +5 Spiritual Road 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 5 10 4 3 3 3 2 1 1 1 1
18th +6 Relic Seeker 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 Near Death Experience 5 11 4 3 3 3 3 2 2 1 1

Class Features

As a witch doctor, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per witch doctor level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch doctor level after 1st

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Clubs, daggers, darts, sickles, slings, spears, quarterstaffs, light crossbows
  • Tools: Herbalism kit, and alchemist's supplies or weaver’s tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a wooden shield or (b) a light crossbow and 20 bolts
  • (a) two daggers or (b) a spear
  • (a) a component's pouch or (b) a shrunken head
  • leather armor, an explorer's pack and an ornamental headdress

Spellcasting

Through your strong connection to the spirit world, you are able to cast spells. See chapter 10 for the general rules of spellcasting and the end of this supplement for the witch doctor spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the 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.

Preparing and Casting Spells

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 spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

During a long rest you prepare the list of witch doctor spells that are available for you to cast, choosing from the witch doctor spell list. When you do so, choose a number of witch doctor spells equal to your Wisdom modifier + your witch doctor level (minimum of one spell). The spells must be of a level for which have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your witch doctor spells.

The power of your spells comes from the spiritual world and your ability to connect and channel it. You use your Wisdom whenever a witch doctor spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a witch doctor spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a witch doctor spell as a ritual if that spell has the ritual tag and you have that spell prepared.

Spellcasting Focus

You can use a shrunken head as a spellcasting focus for your witch doctor spells.

Ritualism

Beginning at 1st level, the witch doctor begins having dreams or visions of lingering spirits sharing ancient magics.

You may add two spells from any class's spell list with the ritual tag that is of a level you can cast to your prepared spells. You always have these rituals prepared, and they do not count against the number of witch doctor spells you have prepared.

These spells can only be cast as rituals. You learn additional rituals of your choice at higher levels, as shown in the Rituals Known column of the Witch Doctor table.

Loa Attunement

Choose one Loa to worship: Death, Knowledge, Life, Luck, Mischief, or War. Each Loa is detailed at the end of the class description, and each one provides details about the animals associated with them. Your choice grants you features when you choose it at 1st level. It also grants you additional benefits at 5th, and 13th level.

Roll the bones

At 2nd level, you gain the ability to roll the bones and learn insight into the future. Roll a d20 twice at the start of each day. You gain proficiency in two skills according to the table below for the day until you finish a long rest. If you already have proficiency in that skill, your proficiency bonus is doubled for any ability check made with that skill. If your proficiency bonus is already doubled, choose a skill you are not proficient in and gain proficiency in that skill.

d20 Skill
1 Any Skill
2 Athletics
3 Acrobatics
4 Sleight of Hand
5 Stealth
6 Arcana
7 History
8 Investigation
9 Nature
10 Religion
d20 Skill
11 Animal Handling
12 Insight
13 Medicine
14 Perception
15 Survival
16 Deception
17 Intimidation
18 Performance
19 Persuasion
20 Any Skill

Spiritual Road

At 3rd level, you choose a spiritual road that you best describes how you interact with the spirits. Choose Spirit Guide, Demented Priest, or Spirit Channeler, all detailed at the end of the class description. The road you choose grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Spiritual Echo

At 7th level, you have such a strong connection to the spirit world, you leave an echo of yourself behind you when you walk. When you take the move action on your turn, you leave behind a spiritual echo of yourself, that stays in place until the beginning of your next turn. You may cast spells from this point as if you were standing there yourself.

Shadow Walk

At 15th level, you can step through the spirit realm and return 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. You may use this feature twice before finishing a short or a long rest.

Relic Seeker

You have amassed a wealth of knowledge about the ancient places of the world. At 18th level, you have advantage on Intelligence checks made to recall information about ancient relics, tombs, and artifacts.

Near Death Experience

You have such a connection to the spirit world now, you can move freely between it and our world. At 20th level, as an action, you can phase into the spirit world and become untargetable. While in the spirit world you cannot interact with those in the material plane, though you can see ghostly outlines of those within it. You can phase back into the physical world using a bonus action.

Spiritual Roads

The spirits of the past consume every facet of the witch doctor's life, providing them with knowledge long forgotten. This knowledge forces witch doctors down different paths in life that lead them to harness that spiritual knowledge and mold them into who they are. Some learn that even living creatures have spiritual energy and can be used as a resource. Some are consumed by the bitter spirits and turn their energy towards destruction. Others learn to manipulate the spirits themselves to provide aid to their allies and woe to their enemies.

Spirit Guide

The Spirit Guide has learned from the spirits beyond that within each living creature resides its own spiritual energy. As one starts to drift closer to the afterlife, their spiritual energy is drained from them. By utilizing one's own spiritual energy, you can breathe new life into others. The Spirit Guide is able to distribute its own spiritual energy to others in order to bring them back from the brinks of death.

Spirits guides believe in the living, they believe that life is the true joy in the world. They will do anything to preserve life when they can, but also understand all creatures are destined to pass on eventually. Spirit Guides feel it is they who should decide who lives and who dies. Some choose this road out of love for the living, others choose it for the power one holds over the living.

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.

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

The spirits of the world are not always peaceful, in fact some are rather resentful that they have passed on. These spirits are usually louder than others and it can be hard to block out all of that noise. These furious spirits influence the witch doctor into becoming a Demented Priest. The spiritual energy that passes through the witch doctor has become vengeful and seeks to cause ruin to the living.

As a Demented Priest it is up to you to control the furious urges inside of yourself. If you suppress these urges too much, you'll go mad, but if you act upon them freely, you will harm not only yourself but those around you as well.

Necrotic Influence

At 3rd level, whenever you do damage with a spell of 1st level or higher, add 1d6 necrotic damage.

This damage increases to 2d6 at 6th level; 3d6 at 10th level; and 4d6 at 14th level

Cursed Doll

At 6th level you gain the ability to make a cursed doll. By obtaining a lock of hair, a tooth, or a piece of clothing from a creature, you can spend 8 hours making a cursed doll that is 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 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 severed by the spell remove curse.

Obsessive Fixation

At 10th level, you are able to manifest the unbridled fury of the angry spirits that linger inside of you. When you hit with an attack that isn't a critical hit, you can turn the hit into a critical hit. You may use this feature once, and can't do so again before finishing a short or long rest.

Spirit Vessel

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.

Spirit Channeler

Spirit Channelers choose their way of life because of their intimate interactions with the spirits around them. While other witch doctors manipulate the spirits, or become consumed by them, Spirit Channelers work with the spirits in harmony to affect the world around them. This harmonious relationship manifests itself in the form of spiritual auras that emanate from the witch doctor themselves. These auras are the spirits providing aid in ways only they know how.

Novice Channeler

Starting a 3rd level when you choose the spirit channeler, you learn to call upon the power of lost spirits that encircle you in an aura. You learn four auras. These auras extend 10 feet in all directions around you when they are active. You may activate or deactivate an aura that you know as a bonus action. You may only have one aura active at a time and active auras last up to 1 minute. You can activate a number of auras equal to your Wisdom Modifier (minimum of 1) before finishing a short or a long rest.

As an action, you can extend the range of your active aura by 10 feet until the start of your next turn. You learn additional auras at 6th level and again at 10th level.

At 3rd level, you learn the following auras:

Aura of the Lightfoot The spirits envelop your allies, helping them slip through space in the material plane. The movement speed of you and all allies within range increases by 10 feet.

Aura of Affliction Your aura calls upon tormented spirits punished in the afterlife. All creatures, excluding you, within range of your aura hear their agonized screams and suffer a -2 penalty to AC.

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.

Advanced Channeler

At 10th level, you learn the following additional auras:

Aura of Torpor You call hungry spirits to your aura who feed off the life force of all those inside its range. All creatures, excluding you, who start their turn within the aura must make a Constitution saving throw against your spell save DC. On a failed save, that creature gains one level of exhaustion. Upon leaving the aura, or the aura ending, that creature does not retain this level of exhaustion.

Aura of Fear You call the spirits of long-dead horrors to your aura. All creatures, excluding you, within the aura suffer a -2 penalty to all Wisdom Saving Throws made while inside the aura.

Aura of Guidance Your aura channels spirits that cast a ghostly outline on all enemies affected. When an enemy creature enters your aura or begins its turn inside your aura it must make a Dexterity saving throw against your spell save DC. On a failed save, as long as they remain in your aura, attack rolls made against them by you or your allies have advantage.

Master Channeler

You have become an expert liaison between the material plane and the spirits of the departed who have come to regard you as a great channeler, and permit you to call upon them more freely. At 14th level, you gain the ability to have two auras active at a time. When you use your action to extend the range of your active aura, you can choose to extend one or both of your auras.

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 path of dread and fear. One must love the power that comes along with fear, or possibly have an admiration of the macabre.

Vampyrism

When you choose the Loa of Death at 1st level , you gain the ability to feed off of the recently departed. When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your witch doctor level (minimum of 1).

Sonic Screech

At 5th level, you can emit a high frequency sound to disorient your foes. As an action, choose an enemy you can see within 100 feet of you, they make a Constitution saving throw against your spell save DC or have disadvantage on their next attack. You can use this feature twice before you finish a short or a long rest.

Take Flight

At 13th level, you gain the ability to sprout bat wings and fly. As a bonus action, materialize bat wings with a wingspan equal to twice your height and gain flying speed equal to your movement speed. You can dismiss the wings as a bonus action.

Loa of Knowledge - The Owl

The Loa of Knowledge is responsible for the creation of ideas and the spread of information in the world. This Loa values learning and understanding, as well as creativity. It hopes to spread the knowledge that it has to the world of the living, piece by piece. The Loa of Knowledge and the Loa of Luck are always in a constant state of tension.

Witch doctors who choose the Loa of Knowledge are choosing of path of insight and practicality. One must love learning and knowing the secrets of the world that are hidden away in pages long forgotten.

'

Night Owl

When you choose the Loa of Knowledge at 1st level, you learn one additional witch doctor cantrip. Additionally, you gain darkvision out to 60 feet.

Zephyr

At 5th level, when you move, it is as if there is a gust of wind pushing you along at a higher rate of speed. Your movement speed is increased by 10 feet. You also cause disadvantage to your enemy's opportunity attacks against you.

Master Hunter

When it's night time, you become a vicious hunter. At 13th level, you can add your Wisdom Modifier to your Attack, Spell Attack, and Damage rolls if it is night time.

Loa of Life - The Butterfly

The Loa of Life is responsible for the birth of all things living and maintaining the life in the world. This Loa values vigor and well-being most of all. It strives to heal those in need, and stave off the forces 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 Life are choosing a path of vitality and positivity. One must have a love for all things living, and protect against anything that might try and harm the living.

Faerie Dust

You exude a magical healing aura around you when you fight. At 5th level you gain the ability to heal your allies during combat. Whenever an ally moves within 5 feet of you, they gain 1d6 hit points. If they do, they may not use this feature again for the rest of combat.

The amount of hit points that are gained increases to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level.

Life Binding

You have learned to infuse healing spiritual energy into your allies. At 13th level as an action, you and one ally within 60 feet regain 10d10 hit points. Once you use this feature, you can't again until finishing a long rest.

Loa of Luck - The Frog

The Loa of Luck is responsible for the constantly shifting forces of luck in the living world. This Loa values whimsy and spontaneity. It wants the living to roll the dice and see where they fall. The Loa of Knowledge and the Loa of Luck are always in a constant state of tension.

Witch doctors who choose the Loa of Luck are choosing a path of free will and randomness. One must have a desire to go with the flow and fear not the consequences of one's own actions.

Wait? How Long is your tongue?

When you choose the Loa of Luck at 1st level, you gain frog 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.

You learn Bullywug and you can communicate simple concepts to frogs and toads when you speak in Bullywug.

What's Behind Frog #1

You are able to request help from your Loa in the oddest of ways. At 5th level, the Loa of Luck will teleport to you a magical frog after saying a command word. This frog knows one spell off of the wizard spell list and will cast it for you (The DM chooses the spell). Once you use this feature, you can't use it again until you finish a long rest.

Hide and Seek

At 13th level, you can use lucky charms to help find enemies. If you have even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, you know the most direct route to that creature or object if its within 1 mile of you.

Loa of Mischief - The Snake

The Loa of Mischief is responsible for toying with the living and changing their plans. This Loa values mischief and deception, as well as pranks. It wants to have a good time at the expense of the living. The Loa of Mischief and the Loa of War are always in a constant state of tension.

Witch doctors who choose the Loa of Mischief are choosing of path of rebellion and disruption. These are the tricksters, the pranksters, and the scoundrels of the world. One must have a love for causing a scare and not worrying about who gets hurt.

Serpentine Transformation

When you choose the Loa of Mischief at 1st level, your Loa gives you protection in the form of rough scales all over your body. When you aren't wearing armor or a shield, your AC is equal to 10 + your Wisdom modifier + your Dexterity modifier.

Additionally, You can speak to snakes, serpents, and other reptiles as though you were under the effects of the speak with animals spell.

Who am I? I'm you.

At 5th level, you gain the ability to deceive others. You can cast the alter self spell once with this trait and regain the ability to do so when you finish a short or long rest.

Spitting Distance

At 13th level you gain the ability to excrete a corrosive acid from your mouth. As an action, make a ranged weapon attack at target within 10 feet. If hit, the target takes 9d6 acid damage and the corrosive properties of the acid start melting their armor. Nonmagical armor suffers a permanent -1 penalty to AC. You may use this feature once before finishing a short or a long rest.

Loa of War - The Bull

The Loa of War is responsible for the ever shifting tides of battle. This Loa values inspiration and strategy. It seeks to reward those who make something of themselves in battle. The Loa of Mischief and the Loa of War are always in a constant state of tension.

Witch doctors who choose the Loa of War are choosing a path of anger and destruction. War is not a happy time, but for some it is where they excel. One must have a love for combat and the strength it takes to overcome an opponent.

Fortune Favors the Prepared

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, you have a sharpened mind. You can add your Wisdom Modifier to your initiative.

Stay on Tempo

At 5th level, you start to benefit from mixing up your training. If you cast three different spells of 1st level or higher in a row within 1 minute, you regain one 1st level spell slot or lower.

The level of the spell slot you regain increases by one at 9th, 13th, and 17th levels.

Thundering Herd

At 13th level you may summon a thundering herd of ghostly cattle from the spirit world. They form in a straight line 30 feet 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 knocked prone and take 8d8 bludgeoning damage, or half as much damage on a successful save. Once you use this feature, you can't use it again until you finish a long rest.

Credits and Inspirations

Created by: Conner Smith

All thanks to:

Pattycakeee's Shaman class -------------- RadioactiveCashew

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

Thudnfer -------Pohsivix--------Diego Blastet

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

Fell Specter by Dimitar Marinski

Lifespring Druid by Willian Murai

Loyal Subordinate by Tomasz Jedruszek

Cantrips (0 Level)
  • Chill Touch
  • Fire Bolt
  • Guidance
  • Light
  • Shillelagh
  • Shocking Grasp
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
1st Level
  • Bane
  • Bless
  • Cause Fear
  • Chaos Bolt
  • Charm Person
  • Command
  • Cure Wounds
  • Detect Evil and Good
  • Dissonant Whispers
  • Healing Word
  • Hex
  • Faerie Fire
  • Fog cloud
  • Guiding Bolt
  • Inflict Wounds
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield of Faith
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Augury
  • Barkskin
  • Beast Sense
  • Darkness
  • Flame Blade
  • Healing Spirit
  • Hold Person
  • Lesser Restoration
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • See Invisibility
  • Spiritual Weapon
3rd Level
  • Animate Dead
  • Bestow Curse
  • Call Lightning
  • Clairvoyance
  • Dispel Magic
  • Life Transference
  • Mass Healing Word
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Death Ward
  • Dimension Door
  • Divination
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Sickening Radiance
  • Stoneskin
5th Level
  • Awaken
  • Bigby's Hand
  • Commune
  • Contact Other Plane
  • Contagion
  • Danse Macabre
  • Dispel Evil and Good
  • Enervation
  • Greater Restoration
  • Legend Lore
  • Mass Cure Wounds
  • Negative Energy Flood
  • Planar Binding
  • Raise Dead
  • Reincarnate
  • Scrying
6th Level
  • Bones of the Earth
  • Circle of Death
  • Create Homunculus
  • Create Undead
  • Forbiddance
  • Heal
  • Magic Jar
  • Planar Ally
  • Soul Cage
  • True seeing
7th Level
  • Etheralness
  • Plane Shift
  • Regenerate
  • Symbol
8th Level
  • Abi-Dalzim’s Horrid Wilting
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Tsunami
9th Level
  • Astral Projection
  • Foresight
  • Imprisonment
  • Mass Polymorph
  • Psychic Scream
  • Storm of Vengeance
  • True Resurrection
10
 

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