Hedge Witch (3.5e Prestige Class)

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Hedge Witch
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Hedge Witch[edit]

A hedge witch is one who has completed her apprenticeship but has not yet built and occupied a cottage. Hedge witches are considered to be journeywomen, travelling the world while collecting spells and recipes, honing their craft and searching for a suitable location to inhabited as a cottage witch.

Prerequisites[edit]

Alignment: Any alignment allowed to witches, ie, neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Feats: Brew Lesser Salve.

Races: Any race allowed to witches, ie, half-elf, human, wood elf, forest gnome, lightfoot halfling, pixie, wild elf, aquatic elf, rock gnome, tallfellow halfling, gray elf, high elf, drow, deep halfling, maenad, lizardfolk, centaur, aasimir, tiefling, satyr, jann, rakshasa, hound archon, ogre mage.

Skills: Profession (village witch) 4 ranks, Witchcraft 6 ranks.

Spells: Lesser Imbue.

Special: To become a hedge witch, a witch must have graduated from her apprenticeship, that is, she must have gained an animal companion and brewed and imbued a prentice piece lesser salve in her own portable cauldron to the satisfaction of her mentor.

Table: Hedge Witch
Hit Die: d8

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st +0 +2 +2 +0 Speak Language, Craft Minor Witchwand +1 level of existing spellcasting class
2nd +1 +3 +3 +0 Woodland Stride +1 level of existing spellcasting class
3rd +2 +3 +3 +1 Speak Language, Craft Lesser Witchwand +1 level of existing spellcasting class
4th +3 +4 +4 +1 Trackless Step +1 level of existing spellcasting class
5th +3 +4 +4 +1 Speak Language, Craft Medium Witchwand +1 level of existing spellcasting class
6th +4 +5 +5 +2 Resist Nature's Lure +1 level of existing spellcasting class
Class Skills (4 + Int modifier per level)
Decipher Script (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int) and Use Magic Device (Cha).

Class Features[edit]

All the following are class features of the hedge witch:

Bonus Languages: Because a hedge witch spends so much of her time learning spells and recipes from other witches, she usually develops an affinity for languages, particularly spoken languages, beyond that indicated by her intelligence. A hedge witch begins her career knowing a bonus language and may learn an extra language every other level thereafter.

Witchwands: A witch gains witchcraft feats to create increasing complexities of witchwands at 1st (minor), 3rd (lesser) and 5th (medium) levels. A witch crafts a witchwand in a slightly unusual way. Unlike the standard Craft Wand feat, crafting a witchwand doesn't utilize a spell, instead it is created out of components in a similar way to other witchcrafted items. One of the components must be of type wood or bone; this forms the physical shaft of the wand. The other components are brewed together and used to cure the shaft. Crafting a witchwand requires the use of a cauldron for brewing. Anyone can activate a witchwand, but if they do not recognize the type of witchwand they are activating, the results may be unexpected. A witch (and her bondmate, if she has one) can always recognize witchwands she has crafted. Activating a witchwand is subject to the same rules as activating a wand. A newly created witchwand has 50 charges.

Woodland Stride (Ex): Starting at 2nd level, a hedge witch may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 4th level, a hedge witch leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 6th level, a hedge witch gains a +4 bonus on saving throws against the spell-like abilities of fey.



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