Witch Doctor

backgrounds. Community homebrew from D&D Wiki.

0 0 0

Witch Doctor

Equipment: You start with an Herbalism Kit, a set of Alchemists tools made of bone, 5 voodoo dolls, a set of needles, a vial of white powder, and a vial of clear liquid.
Skill Proficiencies: Medicine and one of either Arcana, Religion, or Nature
Tool Proficiencies: Alchemists Tools, Herbalism Kit
Languages: None
Equipment: You start with an Herbalism Kit, a set of Alchemists tools made of bone, 5 voodoo dolls, a set of needles, a vial of white powder, and a vial of clear liquid.

Feature: Voodoo Doctor

Skill Proficiencies: Medicine and one of either Arcana, Religion, or Nature. Tool Proficiencies: Alchemists Tools, Herbalism Kit Equipment: You start with an Herbalism Kit, a set of Alchemists tools made of bone, 5 voodoo dolls, a set of needles, a vial of white powder, and a vial of clear liquid.

Suggested Characteristics

Personality Traits (d8)

1The bounties of nature are almost always delicious.
2The elements are beautiful to watch in the world. The wind, the water, the fire, the earth. All of it acts so musically.
3The spirits tell me stories of their lives at night, and they make for wonderful stories to tell.
4If you listen carefully, the trees speak, and the grass sings.
5Everything lives in a balance, and as such, so do I.
6The spirits make better conversation than most of the living.
7If I am to teach others of my ways, we must go into ritual to enter trance.
8"Haha, you do not understand! So let me show you what the world wishes you to believe!"

Ideals (d6)

1Life. While the world deems death as necessary, I will save those I can. (Good)
2Death. The world holds both life and death closely. I seek to bring a balance to life. (Evil)
3Magic. While life and death hold hands one and one, the world has magic within that bring these to be. (Neutral)
4Nature. What is alive can bring us either to good health, or bring us to ailment. (Any)
5Elements. The world is made up of elements that determine reality. They must be protected. (Lawful)
6Spirits. The spirits direct how the world will turn day to day, and we have no choice but to follow, or fall behind. (Chaotic)

Bonds (d6)

1The world wishes for me to save, so I shall.
2The elements have a natural order, which I must enforce.
3The spirits wish for me to be the judge between realms. I won't disappoint them.
4The world being filled with life can be used to both support and end. I have and will continue to use the world as it uses me.
5The elements have a cycle, as does life. I will not impede on this cycle.
6The spirits talk to me, and I shall act on their desires.

Flaws (d6)

1I don't always save the lives of those who ask for help.
2I help even those I know I shouldn't.
3I become experimental sometimes during my practices.
4The world continues to spin, with or without you.
5The elements do not care for the life and death of others, and neither will I.
6The spirits use my body and mind as a channel of their will. I do not always have control in this trance.


D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - Witch Doctor (5e Background)

Licensed under GNU Free Documentation License 1.3.

Comments (0)

User-Generated Content: Bubblybards is an independent, fan-run community platform. Content is created by users and we are not responsible for third-party intellectual property. If you believe content violates your copyright, please report it.

D&D 5e SRD Attribution: This site uses content from the D&D 5th Edition Systems Reference Document 5.1 by Wizards of the Coast, available under the CC BY 4.0 license.

Dungeons & Dragons, D&D, and Wizards of the Coast are trademarks of Wizards of the Coast LLC. Bubblybards is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast.