Witch Doctor of the Umbaru Clan

History

Witch Doctors frequently wear masks, hiding their identities. Through this, they are said to be an aspect of the spirits of the Unformed Land.

They are skilled in dark magic, voodoo rituals, and shamanistic practices. They have developed their own unique form of magic, combining their tribal traditions with the dark arts. Umbaru Witch Doctors draw their power from the spirits of their ancestors, nature, and the surrounding jungle.

When a person dies, Witch Doctors feel what they suspect is the breath of life leaving their cooling body. And, when calamity or genocide sends hundreds to their graves at once, Witch Doctors can sense their trembling and shrieking from beyond. They cannot avoid hearing this—they must restore the balance between their world and the Unformed Land, or watch the torment of generations past for the rest of their lives...and forever after.

The Umbaru Clan revere a deity called Mbwiru Eikura, the Great Spirit. Mbwiru Eikura is believed to be an embodiment of life and death, representing the eternal cycle of existence. Witch Doctors consult this spirit for guidance, power, and protection.

Most believe Witch Doctors to be figments of legend. Indeed, few outlanders have encountered a Witch Doctor in the flesh without losing their own. In truth, the role of a Witch Doctor is a hallowed one in Umbaru society, though only a few men and women can ascend to the position for they must possess both a history of battle and a talent for communing with spirits. The latter ability belongs solely to those born with the touch of the Unformed Land. The Witch Doctors are finely attuned to this realm and are able to train their minds to perceive this reality through a combination of rituals and the use of selected roots and herbs found in the jungles of their homeland. They call the state in which they interact with this other world the "Ghost Trance".

Class Features

Description

As the battle rages on in the darkened chamber, the Witch Doctor, adorned in tribal garb and wielding a staff adorned with eerie charms, stands at the forefront of the fray. Wisps of spiritual energy swirl around her, emanating an otherworldly aura. Her Gargantuan pet, a towering creature wreathed in ethereal essence, lumbers beside her, its massive fists poised to strike.

With a wave of her hand, the Witch Doctor commands the Gargantuan to charge forward. The ground trembles as the colossal creature moves, its heavy footsteps reverberating through the room. It slams its mighty fists down upon an enemy, sending them sprawling to the ground with a bone-shaking impact. 

As the Witch Doctor focuses her attention on another group of adversaries, she summons a swarm of Corpse Spiders. The tiny arachnids scuttle forth, their venomous fangs poised to strike. The swarm engulfs a cluster of enemies, biting and poisoning them, causing their movements to become sluggish and uncoordinated.

Not content with a single onslaught, the Witch Doctor channels her divine energy, summoning a miasma of Firebats. The fiery creatures dive and weave, engulfing any foe that dares to approach. The otherworldly flames sear the flesh of their enemies, leaving trails of smoke in their wake.

And then, as the climax of the battle nears, she raises her hands high, calling upon the spirits to aid her. A storm of forgotten souls, the Spirit Barrage, materializes in the air above her enemies. With a resounding chant, the Witch Doctor releases the barrage, unleashing a torrent of ethereal force. The projectiles streak across the battlefield, piercing through enemies with deadly accuracy. The force of the impact leaves those caught in its wake battered and broken.

In the aftermath, the enemies lie defeated, their bodies littering the ground. The Witch Doctor, surrounded by the fading remnants of her spectral allies, stands tall and victorious. Her unique blend of spiritual powers and conjured creatures has turned the tide of battle, leaving her foes in awe and fear of the witchcraft that she wields.


Domain Spells

You gain domain spells at the cleric levels listed in the Witch Doctor Spells table.

Level 1 Cleric: bane, tasha's caustic brew

Level 3 Cleric: kinetic jaunt, melf's acid arrow

Level 5 Cleric: speak with dead, vampiric touch

Level 7 Cleric: death ward, shadow of moil

Level 9 Cleric: commune, negative energy flood


Spiritual Attunement

At 1st level, you gain the ability to channel the spirits and energies that surround you. Whenever you cast a spell of 1st level or higher that deals damage or restores hit points, you can choose to imbue it with additional spiritual energy.

If you choose to imbue it with spiritual energy, the spell deals or restores an additional 1d4 damage or hit points. This extra damage or healing increases by 1d4 at 5th, 11th, and 17th level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature after finishing a long rest.


Summon Gargantuan

At 2nd level, you gain the ability to summon a powerful Gargantuan pet to aid you in battle. As an action, you can summon a Gargantuan creature from the spirit realm to appear in an unoccupied space within 30 feet of you. The Gargantuan pet lasts for 1 hour, until it is reduced to 0 hit points, or until you dismiss it as a bonus action.

The Gargantuan's turn occurs directly after yours.


Channel Divinity: Voodoo

At 2nd level, you gain the ability to channel the dark arts of voodoo at your enemies. As an action, you can use your Channel Divinity to jinx a creature you can see within 30 feet of you.

The target must make a Wisdom saving throw. On a failed save, the creature becomes jinxed for 1 minute. While jinxed, the target suffers the following effects:

The target has disadvantage on attack rolls and ability checks.

Whenever the jinxed creature takes damage, it must make a Constitution saving throw. On a failed save, it takes additional necrotic damage equal to your Cleric level.

If the target succeeds on the Wisdom saving throw, it is immune to the effects of Channel Divinity: Voodoo for 24 hours.

Additionally, as a bonus action on subsequent turns while the jinx is active, you can choose to expend a spell slot to amplify the jinx's effects. The target must make another Wisdom saving throw. On a failed save, the creature takes additional necrotic damage equal to 2d6 multiplied by the level of the spell slot expended.

Once you use this feature, you must finish a short or long rest before you can use it again.


Corpse Spiders

At 6th level, you gain the ability to summon swarms of Corpse Spiders to aid you in battle. As an action, you can magically conjure a swarm of Corpse Spiders in an unoccupied space within 60 feet of you. The swarm lasts for 1 minute or until you dismiss it as a bonus action.

While the swarm is active, it provides the following benefits:

Once you use this feature, you must finish a short or long rest before you can use it again.


Firebats

At 8th level, you gain the ability to infuse your strikes with voodoo energy. Once on each of your turns when you hit a creature with a weapon or spell attack, you can cause firebats to erupt around the target dealing an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Spirit Barrage

At 17th level, you gain the ability to summon a devastating onslaught from the spirit realm to annihilate your foes. As an action, you can unleash a powerful barrage of spectral projectiles at a point you can see within 60 feet of you. Each creature within a 20-foot radius of that point must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes force damage equal to 5d10 + your Wisdom modifier, or half as much damage on a successful save.

These projectiles pierce through their initial targets, continuing on to hit other creatures. After the initial hit, the spirits continue to the next nearest creature within 10 feet of the original target. Each projectile may chain only once, but enemies may be hit by multiple projectiles.

In addition, If a creature fails its Dexterity saving throw against the Spirit Barrage, it is also hindered. The affected creature's movement speed is reduced by half until the start of your next turn.

Once you use this feature, you must finish a short or long rest before you can use it again.

For Generic Cleric Information go to https://www.dndbeyond.com/classes/cleric