The Complete Book of Humanoids

Witch Doctor

A priest class.

← All classes

Requirements

Ability minimumsWisdom 9, Intelligence 9
Prime requisitesWisdom
AlignmentAny
Level limitsBugbear 7, Goblin 7, Hobgoblin 7, Kobold 7, Minotaur 7, Wemic 7, Gnoll 5, Flind 7, Half-Ogre 4, Orc 6, Half-Orc 4Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Witch Doctor experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d6
21,5002d6
33,0003d6
46,0004d6
513,0005d6
627,5006d6
755,0007d6
8110,0008d6
9225,0009d6
10450,0009d6+2
11675,0009d6+4
12900,0009d6+6
131,125,0009d6+8
141,350,0009d6+10
151,575,0009d6+12
161,800,0009d6+14
172,025,0009d6+16
182,250,0009d6+18
192,475,0009d6+20
202,700,0009d6+22

Combat

WeaponsAny weapon the witch doctor can be proficient in, plus tribal weapons.
ArmourNO armor of any type. May use any wizard-usable magical item.
SpecializationMay not specialize in a weapon.
Combat

Witch Doctor THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
320
418
518
618
716
816
916
1014
1114
1214
1312
1412
1512
1610
1710
1810
198
208
Saving throws

Witch Doctor saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11014131615
21014131615
31014131615
4913121514
5913121514
6913121514
7711101312
8711101312
9711101312
1061091211
1161091211
1261091211
135981110
145981110
155981110
16487109
17487109
18487109
1926587
2026587

Magic

CastsPriest spells
Spells

Witch Doctor spell slots

Spells castable per day at each level, before any bonus from a high score.
Level1234567
11
22
321
432
5331
6332
73321
83332
944321
1044332
11544321
12655322
13666422
146665321
156666421
167776431
177777532
188888642
199988642
209998752

Kits

Witch Doctor

A tribal healer who never stopped studying the wizard's half of the craft.

Ability minimumsIntelligence 9
RacesBugbear, Gnoll, Flind, Goblin, Hobgoblin, Kobold, Minotaur, Half-Ogre, Orc, Half-Orc, Wemic
AlsoGender by tribal custom; any . Shamans and witch doctors are seldom found in the same tribe. Mandatory for the Witch Doctor — see the RequiresKit linkage.
Bonus proficienciesLocal History
WeaponsWizard weapons, plus the tribe's own tribal weapons.
Proficiencies recommendedAgriculture, Crowd Working, Dancing, Singing, Winemaking, Healing, Religion, Astrology, Herbalism, Languages (ancient), Spellcraft
Proficiencies barredHeraldry
ProficienciesLocal History is a free bonus . All Shaman benefits, equipment and restrictions apply except where restated here.
ArmourMay be proficient in any weapon, but NO armor of any type. Any wizard-usable magical item.
Starting money(1d4+1) x 5 gp

Benefits

  • Every Shaman benefit applies (healing/herbalism at one slot each; reincarnation at 9th ; up to three chosen priest ).
  • Takes wizard-group without the usual extra-slot cost.

Hindrances

  • d6 , not d8.
  • Cannot or control undead.
  • Wizard-side spellcasting is limited to a SINGLE , with no bonus or penalty, cast as a wizard of HALF the witch doctor's ( up). No priest or wizard spells outside the chosen and school.

Notes

  • Gender follows tribal custom; any .
  • All Shaman , benefits and restrictions apply except where replaced here: healing/herbalism at one slot each, reincarnation at 9th , cannot or control undead.
  • Also casts wizard spells, limited to a SINGLE with no bonus or penalty, as a wizard of HALF the witch doctor's ( up). No priest or wizard spells outside the chosen and school.
  • Wizard-side spell slots are a secondary progression, resolved by the half- rule above and the single- restriction; the priest spell slots are the primary spellcasting total.
  • Wizard without the extra cross-group slot cost.