The witch doctor is a healer who specializes in afflictions of the soul. Often misunderstood, she protects her tribe with healing powers, powerful defensive magic, and her own divine “witchcraft.”
Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Unarmed Damage | Spellcasting | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | |||||||
1st | +0 | +0 | +0 | +2 | Spirit companion, unarmed strike | 1d4 | 0+2 | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Discern spirits | 1d4 | 1+2 | — | — | — | — | — |
3rd | +2 | +1 | +1 | +3 | Channel divinity | 1d4 | 1+2 | — | — | — | — | — |
4th | +3 | +1 | +1 | +4 | Divine grace | 1d6 | 2+2 | 0+2 | — | — | — | — |
5th | +3 | +1 | +1 | +4 | — | 1d6 | 2+2 | 1+2 | — | — | — | — |
6th | +4 | +2 | +2 | +5 | Second domain | 1d6 | 2+2 | 1+2 | — | — | — | — |
7th | +5 | +2 | +2 | +5 | Counter curse | 1d6 | 3+2 | 2+2 | 0+2 | — | — | — |
8th | +6/+1 | +2 | +2 | +6 | — | 1d8 | 3+2 | 2+2 | 1+2 | — | — | — |
9th | +6/+1 | +3 | +3 | +6 | Countering magic | 1d8 | 3+2 | 2+2 | 1+2 | — | — | — |
10th | +7/+2 | +3 | +3 | +7 | Bonus feat | 1d8 | 3+2 | 3+2 | 2+2 | 0+2 | — | — |
11th | +8/+3 | +3 | +3 | +7 | — | 1d8 | 3+3 | 3+2 | 2+2 | 1+2 | — | — |
12th | +9/+4 | +4 | +4 | +8 | Third domain | 1d10 | 3+3 | 3+2 | 2+2 | 1+2 | — | — |
13th | +9/+4 | +4 | +4 | +8 | — | 1d10 | 3+3 | 3+2 | 3+2 | 2+2 | 0+2 | — |
14th | +10/+5 | +4 | +4 | +9 | — | 1d10 | 3+3 | 3+3 | 3+2 | 2+2 | 1+2 | — |
15th | +11/+6/+1 | +5 | +5 | +9 | — | 1d10 | 3+3 | 3+3 | 3+2 | 2+2 | 1+2 | — |
16th | +12/+7/+2 | +5 | +5 | +10 | — | 2d6 | 3+3 | 3+3 | 3+2 | 3+2 | 2+2 | 0+2 |
17th | +12/+7/+2 | +5 | +5 | +10 | — | 2d6 | 3+3 | 3+3 | 3+3 | 3+2 | 2+2 | 1+2 |
18th | +13/+8/+3 | +6 | +6 | +11 | Fourth domain | 2d6 | 3+3 | 3+3 | 3+3 | 3+2 | 2+2 | 1+2 |
19th | +14/+9/+4 | +6 | +6 | +11 | — | 2d6 | 3+3 | 3+3 | 3+3 | 3+2 | 3+2 | 2+2 |
20th | +15/+10/+5 | +6 | +6 | +12 | Bonus feat | 2d8 | 3+3 | 3+3 | 3+3 | 3+3 | 3+2 | 2+2 |
Class Features
A Witch Doctor does not gain the Hexcraft class feature.
Channel Divinity
At 3rd level, you gain the ability to channel divine energy through your ties to the spirit world, using that energy to fuel magical effects. You may choose to channel either Positive or Negative energy, regardless of your alignment. Once this choice is made, it cannot be reversed.
When you gain the ability to channel divinity, you gain one magical effect. You may have additional options from your domain choices or religious affiliations; however all shamans have access to the three following options:
- A shaman who chooses to channel positive energy can choose to Turn Undead.
- A shaman who channels negative energy can choose to Rebuke Undead.
- A shaman can Castigate Spirits, regardless of channeling positive or negative energy.
You may channel divinity a number of times per day equal to 3 + your Charisma modifier.
This ability replaces Hexcraft.
Counter Curse
At 8th level, you can choose to lose any prepared shaman spell (including a domain spell) that is 3rd level or higher in order to spontaneously cast dispel magic or remove curse. This ability can only target a spell effect that is on an ally (including yourself). If you forfeit a spell higher than 3rd level, you gain a +2 sacred bonus on your caster level check to dispel the spell or to remove the curse for every spell level higher than 3rd that you sacrifice.
Countering Magic
At 9th level, you can use your spirtual ties to swiftly counterspellhostile magic. You may attempt to counterspell an opponent’s spell as an immediate action (instead of a readied action) by spending a use of channel divinity. You must still identify the spell as normal and have either the appropriate spell prepared to attempt the counterspell or use your Counter Curse ability.