Hedge Wizard (3.5e Prestige Class)

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Hedge Wizard[edit]

Oh, what sad times are these when passing ruffians can say `nee' at will to old ladies. There is a pestilence upon this land, nothing is sacred. Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
—- Roger, human, Hedge Wizard

Not all wizards spend all their spare time studying intensively in libraries. "Hedge Wizard" is a somewhat derogatory term for a magical practitioner (not necessarily a Wizard) who leads a nomadic or semi-nomadic life among common folk: either through a desire to see more of the world, or because they need to evade persecution or to watch for something to happen (such as a prophecy fulfillment). They tend to operate as tinkers, tutors to poor children in remote villages, or traveling entertainers. They sometimes act as talent scouts, seeking out children with magical aptitude.

Becoming a Hedge Wizard[edit]

Hedge Wizards develop more mastery of low-level utility spells and practical skills. Their outdoor lifestyle makes them moderately robust (d6 hit dice), but they lack the mental discipline of most spellcasters, leaving the class with no good saves. They are usually arcane spellcasters: while divine casters are eligible, only Adepts or Clerics with the Travel domain are likely to take this road. Entry requirements are minimal (characters can meet the requirements at 1st level and join the class at 2nd level) and most NPC Hedge Wizards are low-level, as the more ambitious and "driven" casters usually crave higher-level spells as quickly as possible.

Prerequisites[edit]

Skills: Knowledge(Geography) 3 ranks, Spellcraft 3 ranks.

Spellcasting: Ability to cast 1st level spells.


Class Abilities[edit]

Hit Die: d6

Table: Hedge Wizard

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day/Spells Known
Fort Ref Will
1st +0 +0 +0 +0 Improvised Components, Cantrip Mastery +1 spellcasting class level
2nd +1 +0 +0 +0 Bonus Spell Slot (1st) +1 spellcasting class level
3rd +1 +1 +1 +1 Bonus Spell Slot (2nd), Hedge Magic +1 spellcasting class level
4th +2 +1 +1 +1 Bonus Language +1 spellcasting class level
5th +2 +1 +1 +1 Bonus Spell Slot (3rd), Cheapskate +1 spellcasting class level

Class Skills (4 + Int modifier per level)
Appraise, Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Handle Animal, Heal, Knowledge(all skills taken individually), Perform, Profession, Ride, Spellcraft, and Survival,

Class Features[edit]

All of the following are class features of the Hedge Wizard:

Weapon and Armour Proficiency: Hedge Wizards are proficient with all simple weapons. They gain no proficiency with armor or shields.

Spellcasting: At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or divine spellcasting class before becoming a Hedge Wizard, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.


Bonus Spell Slots: A Hedge Wizard must be ready for any situation. The Hedge Wizard gains additional spell slots. At 1st level, a Hedge Wizard gains an additional level 1 spell slot. At 3rd level, a Hedge Wizard gains an additional 2nd level spell slot. At 5th level, a Hedge Wizard gains an additional 3rd level spell slot. Those with multiple spellcasting classes must allocate these to specific classes during spell preparation at the beginning of each day, and the character must already be capable of casting spells of that level.

Improvised Components: Hedge Wizards can improvise material and focus components from common materials such as twigs, leaves, nut shells, strands of cotton, scraps of parchment and suchlike. Access to a forest or rubbish tip is sufficient to allow them to replenish supplies of all spell components, normally worth no more than 10gp each, for free. These improvised components won't work for other casters, unless they too have this ability. Costlier spell components have their cost reduced by 3/4ths.

Cantrip Mastery: The Hedge Wizard gains knowledge of all 0th level spells appropriate to their spellcasting class(es) and can cast all 0th level spells spontaneously, without advance preparation. This allows Bards and Sorcerers to exceed the limit on 0th level spells known, and specialist Wizards to learn 0th level spells in forbidden schools. Wizards also gain Spell Mastery (as the feat) for all these spells, no longer needing a spellbook to prepare them. Spellcasting classes without 0th level spells gain access to the most appropriate 0th level list (Cleric for the Paladin, Druid for the Ranger, Sorcerer/Wizard for the Assassin).

Hedge Magic: At 3rd level, the Hedge Wizard gains knowledge of all things shrubbery related. A Hedge Wizard learns to cast spells from the cleric's Plant Domain. A Hedge Wizard character level counts as druids levels for determining which the level of spells he can prepare from the Plant Domain list in his wizard spell slots given that he has the appropriate caster level. These spells are considered arcane when the Hedge Wizard casts them.

Weapon Proficiencies: Spells are not the solution to all problems, sometimes it is necessary to hit things. At 3rd level, the Hedge Wizard gains proficiency with the all martial weapons.

Bonus Language: At 4th level, the Hedge Wizard becomes proficient in an additional language as a result of travelling and meeting people.

Cheapskate: At 5th level, the Hedge Wizard masters the art of substituting cheaper ingredients when preparing potions and inks for low-level spells. The materials cost for scribing scrolls, copying spells into spellbooks and brewing potions is halved when dealing with spells of 3rd level or lower. Spellbooks prepared this way are ineffective when used by others without this ability (though such spells can still be transcribed to other books using the proper inks). Scrolls and potions work normally, but cannot incorporate magic provided by others without this ability.



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