Witch Doctor

A wizard subclass

Level 1: You gain proficiency in nature and medicine, as well as the herbalism kit. You are able to imbue spells into special fetishes, totems or shrunken heads as if they were a scroll. Wild Faranese witch doctors also use different human parts for different schools of Magic, like eyes for divination or illusion magic, scalps for abjuration, hearts for necromancy, etc. The cost as well as time taken is in the chart below. You can keep as maximum as 5 on yourself at any time.

Expanded spell list
 * 1 bane, hex


 * 2 augury, prayer of healing


 * 3 Bestow curse, speak with dead


 * 4 Hallucinatory terrain, Divination

Level 6: Able to extract poison (DC 10 for 10 doses) and use it with your blowgun. It deals 1 piercing damage and 1d4 poison damage on a DC 10 + medicine ST. The poison stacks to 4d4 after each subsequent fail, and gains the effect ,,poisoned". The effect lasts a minute. At level 11 the damage die increases to 1d6. At level 14, at the DM's discretion you are able to craft powerful poisons with different effects.
 * 5 Wrath of nature, greater restoration

Level 14: You tap into the animal spirits of nature, and are able to augment your body as it suits you:
 * Wolf head - 1d6 bite attack, keen smell and hearing

Augmentations cost a bonus action. You can only have one at a time.
 * Frog tongue - You gain reach of 15 feet with your tongue, but are unable to cast spells with a V component
 * Jaguar extremities - You get 2 1d8 claw attacks, and a walking speed of 50 feet, but are unable to cast spells with a S component
 * Serpent tail - You stick to any vertical surface, and have advantage on grapple checks.
 * Wings - You gain avian or bat wings, and have a flight speed of 60 feet
 * Tail fin- You gain a tail fin and have a swim speed of 50 feet, but move on land as trough difficult terrain.

Strength and Dexterity rolls get bonuses from their respective animals.

Augmentations may vary by player and DM discretion.

Level 18: Storm, Earth, and Fire heed your call, you gain resistance to lightning, poison, and fire damage, and add +1 to the total damage per each die cast.