Hedge Wizard (3.5e Prestige Class)
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[edit] 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.
Hedge Wizards miss a level of spellcasting progression in order to 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.
[edit] Prerequisites
Skills: Knowledge(Geography) 2 ranks, Spellcraft 3 ranks.
Spellcasting: Ability to cast 1st level spells.
[edit] Class Skills
Appraise, Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Handle Animal, Heal, Knowledge(all skills taken individually), Perform, Profession, Ride, Spellcraft, and Survival,
Skill points at each level: 4 + Int modifier
[edit] Class Abilities
Hit Die: d6
Weapon and Armour Proficiency: Hedge Wizards are proficient with all simple weapons. They gain no proficiency with armor or shields.
| Level | BAB | Fort | Ref | Will | Special Abilities | 0th | 1st | 2nd |
|---|---|---|---|---|---|---|---|---|
| 1. | +0 | +0 | +0 | +0 | Improvised Components, Cantrip Mastery | 2 | - | - |
| 2. | +1 | +0 | +0 | +0 | +1 spellcaster, Spontaneous Cantrips | 2 | 1 | - |
| 3. | +2 | +1 | +1 | +1 | +1 spellcaster, Spell Knowledge (1st), Weapon Proficiencies | 3 | 2 | - |
| 4. | +3 | +1 | +1 | +1 | +1 spellcaster, Spell Knowledge (1st), Bonus Language | 3 | 2 | 1 |
| 5. | +3 | +1 | +1 | +1 | +1 spellcaster, Spell Knowledge (2nd), Cheapskate | 3 | 3 | 2 |
[edit] Class Features
All of the following are class features of the Hedge Wizard:
Spellcasting: When a new Hedge Wizard level is gained (except the first), the character gains new spells per day as if he/she had also gained a level in a spellcasting class he/she belonged to before adding the prestige class. He/she does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Hedge Wizard, he/she must decide to which class the new level is added for purposes of determining spells per day.
Bonus Spells: The Hedge Wizard gains additional low-level spell slots per day. 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.
Cantrip Mastery: The Hedge Wizard gains knowledge of all 0th level spells appropriate to their spellcasting class(es). 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) and can use their Hedge Wizard bonus spell slots for them.
Spontaneous Cantrips: At 2nd level, the Hedge Wizard can cast all 0th level spells spontaneously, without advance preparation.
Spell Knowledge: At 3rd level, the Hedge Wizard gains knowledge of an extra 1st level spell from the appropriate spell list. For Bards and Sorcerers, this exceeds the normal limit on spells known. Wizards don't have to pay for it, and it can be in a forbidden school. Clerics can gain the ability to prepare a specific domain-only spell (from an existing domain) in non-domain spell slots. This applies to another 1st level spell at 4th level, and a 2nd level spell at 5th level.
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 shortsword and shortbow.
Bonus Language: At 4th level, the Hedge Wizard becomes proficient in an additional language as a result of traveling 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 2nd 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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