The Complete Book of Humanoids
Witch Doctor
A priest class.
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
Witch Doctor experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d6 |
| 2 | 1,500 | 2d6 |
| 3 | 3,000 | 3d6 |
| 4 | 6,000 | 4d6 |
| 5 | 13,000 | 5d6 |
| 6 | 27,500 | 6d6 |
| 7 | 55,000 | 7d6 |
| 8 | 110,000 | 8d6 |
| 9 | 225,000 | 9d6 |
| 10 | 450,000 | 9d6+2 |
| 11 | 675,000 | 9d6+4 |
| 12 | 900,000 | 9d6+6 |
| 13 | 1,125,000 | 9d6+8 |
| 14 | 1,350,000 | 9d6+10 |
| 15 | 1,575,000 | 9d6+12 |
| 16 | 1,800,000 | 9d6+14 |
| 17 | 2,025,000 | 9d6+16 |
| 18 | 2,250,000 | 9d6+18 |
| 19 | 2,475,000 | 9d6+20 |
| 20 | 2,700,000 | 9d6+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.
Witch Doctor THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 20 |
| 4 | 18 |
| 5 | 18 |
| 6 | 18 |
| 7 | 16 |
| 8 | 16 |
| 9 | 16 |
| 10 | 14 |
| 11 | 14 |
| 12 | 14 |
| 13 | 12 |
| 14 | 12 |
| 15 | 12 |
| 16 | 10 |
| 17 | 10 |
| 18 | 10 |
| 19 | 8 |
| 20 | 8 |
Witch Doctor saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 10 | 14 | 13 | 16 | 15 |
| 2 | 10 | 14 | 13 | 16 | 15 |
| 3 | 10 | 14 | 13 | 16 | 15 |
| 4 | 9 | 13 | 12 | 15 | 14 |
| 5 | 9 | 13 | 12 | 15 | 14 |
| 6 | 9 | 13 | 12 | 15 | 14 |
| 7 | 7 | 11 | 10 | 13 | 12 |
| 8 | 7 | 11 | 10 | 13 | 12 |
| 9 | 7 | 11 | 10 | 13 | 12 |
| 10 | 6 | 10 | 9 | 12 | 11 |
| 11 | 6 | 10 | 9 | 12 | 11 |
| 12 | 6 | 10 | 9 | 12 | 11 |
| 13 | 5 | 9 | 8 | 11 | 10 |
| 14 | 5 | 9 | 8 | 11 | 10 |
| 15 | 5 | 9 | 8 | 11 | 10 |
| 16 | 4 | 8 | 7 | 10 | 9 |
| 17 | 4 | 8 | 7 | 10 | 9 |
| 18 | 4 | 8 | 7 | 10 | 9 |
| 19 | 2 | 6 | 5 | 8 | 7 |
| 20 | 2 | 6 | 5 | 8 | 7 |
Magic
CastsPriest spells
Witch Doctor spell slots
Spells castable per day at each level, before any bonus from a high score.| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| 1 | 1 | — | — | — | — | — | — |
| 2 | 2 | — | — | — | — | — | — |
| 3 | 2 | 1 | — | — | — | — | — |
| 4 | 3 | 2 | — | — | — | — | — |
| 5 | 3 | 3 | 1 | — | — | — | — |
| 6 | 3 | 3 | 2 | — | — | — | — |
| 7 | 3 | 3 | 2 | 1 | — | — | — |
| 8 | 3 | 3 | 3 | 2 | — | — | — |
| 9 | 4 | 4 | 3 | 2 | 1 | — | — |
| 10 | 4 | 4 | 3 | 3 | 2 | — | — |
| 11 | 5 | 4 | 4 | 3 | 2 | 1 | — |
| 12 | 6 | 5 | 5 | 3 | 2 | 2 | — |
| 13 | 6 | 6 | 6 | 4 | 2 | 2 | — |
| 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
| 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
| 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 |
| 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 |
| 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
| 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
| 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
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.