Witch Doctor

Witch-Warrior

* One-handed Weapons
* Shield

Seer

* One handed Weapons

Witch doctors are spellcasters and alchemists that act as mortal mediators between the very elements themselves.

Often spiritual guides of their communities. These powerful practitioners commune with the ancestors and seek to balance the raging elemental forces, can can call upon them in battle to aid them.

Witch doctors often use the smoke of an herb known as Witchbane to draw evil from its hiding places. Witch doctors utilize voodoo, juju and the arcane. Some witch doctors carve their names into ancestral staves.

## **Common magic Specializations**

These traits are paired with Racial traits

### **Elementalist**

An Elementalist is a Witch Doctor, who uses their connection with the elements to harness the destructive forces of nature to aid them in destoring their enemies.

* **Shock:** Sends a beam of lightening directly to a target, shocking them over time and stunning them into place. Lasts for two rounds deals +5 Elemental damage per-round if the target fails their athletic check to escape the spell. Will also stun the target for the two rounds they are damaged for. Can only be used once every long rest.
* **Natures Touch:** Uses earth magic to mend the wounds of a target. This is a Ritual that lasts five rounds, caster must be successful in three out of five rolls to heal their target fully.
* **Wind-sweep:** Sweeps a target into the air with a gust of powerful winds, stunning them for three rounds if the fail their Athletic check to escape the spell.
* **Thunder Storm:** A Ritual that allows clouds of rain and thunder to surround the caster, hitting targets at random around the caster. Everyone must roll an Athletic save to escape the AoE attack. If they fail they take +3 Elemental damage for every round they fail to doge the spell. This spell lasts for five rounds- Can be stunted if caster is attacked directly. Can only be used once every long rest.
* **Sorcery Mastery:** Sorcery is their main Stat. They gain +3 spell-damage on a target for every perk unlocked in sorcery.
* **Weapon Mastery:** One-handed weapons. When using these weapons attack damage is +10 to target.

### **Witch-Warrior**

Witch warriors are Witch Doctors who use shields and weapons to defend their allies and heal them. They can also call upon spirt animals to aid them.

* **Natures Touch:** Uses earth magic to mend the wounds of a target. This is a Ritual that lasts five rounds, caster must be successful in three out of five rolls to heal their target fully.
* **Spirt Animal:** Caster has a deep connection with a single animal. Allowing them to summon a Shamanistic Spirt that represents this animal to use for aid in combat. This animal will have 10HP and will hit targets for +5 attack damage. Only available when caster is in combat and can only be used once every long rest.
* **Earth Shield:** While using a shield, the caster can use the element of earth to harden said shield, this shields the caster and any allies directly behind then from physical and spell-attacks for up to three rounds. Direction of shield cannot move while in this 'protective stance' Earth shield had 20HP.
* **Earth shatter:** Using an enchanted weapon the caster hits the ground causing a the earth to quake, in a cone like shape directly in front of the caster, this causes anyone Infront to fall over and take +10 Earth damage for three rounds if the fail their athletic save to escape this attack. This will also stun the targets for three rounds! usable only once every long rest.
* **Enchant Weapon:** Enchant a weapon of choice with the element of earth allowing the caster to beable to cast Earth Shatter with only this weapon!
* **Sorcery Mastery:** Sorcery is their main Stat. They gain +3 spell-damage on a target for every perk unlocked in sorcery.
* **Weapon Mastery:** One-handed weapons. When using these weapons attack damage is +10 to target.
* **Shield Mastery:** Can use shields to help better protect themselves and others! +10Hp when using shields!

### **Seer**

Seers are Witch Doctors who use the elements to heal, calling upon ancestral spirits and the cleansing power of water to mend their allies wounds.

* **Natures Touch:** Uses earth magic to mend the wounds of a target. This is a Ritual that lasts five rounds, caster must be successful in three out of five rolls to heal their target fully.
* **Healing Storm:** Uses the elements of water and winds to create a light-hearted storm, who rain slowly heals everyone within the storm over-time. +5 Health to all targets in area for three round upon a successful roll from caster. Only able to be used once per long rest.
* Quick wave: Uses a wave of water to quickly heal a targets minor wounds. +10HP to target upon successful roll from caster.
* **Water Blast:** Uses the power of water to do +10 damage to a target if they fail their athletics save. This will also knock back a target for one round.
* **Sorcery Mastery:** Sorcery is their main Stat. They gain +3 spell-damage on a target for every perk unlocked in sorcery.
* **Weapon Mastery:** One-handed weapons. When using these weapons attack damage is +10 to target.
* **Shield Mastery:** Can use shields to help better protect themselves and others! +10Hp when using shields!