Hedge Witch

Hedge Witch (1.5) Adventurer Class

Found in many lands and all cultures.These magic users are often secluded far in the woods, high on the mountains, or deep in the swamps, but their power is never doubted.  

Playing the Hedge Witch

Hedge Witches have the most limited range of weapon use and cannot wear armor. But they make up for it by having some of the most potent magical special abilities in the game. Unlike the Druid a Hedge Witch uses the forces of nature instead of flowing with them. If you want strong passive magic with a lot of variation, and don't want to wear armor this may be the class for you. You will need to take special care to add the rope for your Circle of Protection if you intend on participating in combat.  

Abilities

Armor Allowed: none   Weapons Allowed: Dagger, Knife, Stick, Club  
Level 1
Circle of Protection - White: Using an 8-foot section of white rope, you create a protective circle on the ground. While inside this circle, you are immune to melee, thrown, and ranged weapon attacks, as well as natural attacks using a part of a creature’s body such as clawing, biting, etc. You may use abilities from within the circle, but once established, the circle is fixed and can't be moved. Stepping out breaks the spell until reestablished. The circle must be unbroken and continuous, and only you are allowed inside. The circle can't be moved by players or NPCs, though powerful monsters or NPCs might disrupt it. The circle's circumference can't exceed 8 feet.   Hex: You must call out “Hex” and point at a target monster, NPC, or player (excluding undead). As long as you remain pointing at your target, their weapon and spell damage is reduced by -1, APR is reduced by -1, and current HP by -1. This damage reduction applies universally to all their attacks. If the Hedge Witch reaches 0 HP, the Hex ends. The Hedge Witch can change targets during combat, but switching ends the Hex on the previous target, restoring their damage as well as their current HP that was reduced by Hex if they are still alive. This ability can't reduce the target below 1 HP. This ability has unlimited uses.   Ghost Talker: You can interact and communicate with Ghosts.   Spirit Scroll Training: You can use Spirit Scrolls.   Divine Scroll Training: You can use Divine Scrolls.   Nature Scroll Training: You can use Nature Scrolls.   Familiar: You may carry a stuffed animal familiar. If you do, you are granted +1 Maximum HP. The familiar cannot be the target of spells, abilities, attacks, scrolls, potions, attacks or anything else. The familiar must be fed at least once a day.  
Level 2
Lightning Bolt: This is a blue spell packet. You must call out “lightning bolt” when throwing the packet. Deals 2 points of damage, ignores APR, and can not be blocked by shields. Can be cast six times per day (6x /day) and can be renewed.  
Level 3
Cultural Ability   Dagger Expert: You deal +1 damage with dagger attacks.  
Level 4
Improved Hex: Your Hex improves so that the opponent receives -2 to weapon and spell damage and -2 to Maximum and current HP (cannot be reduced to below 1).  
Level 5
Circle of Protection - Red: Using an 8-foot section of red rope, you lay down a circle of protection on the ground. While inside this circle, you are immune to all sources of fire damage. This does not protect the Hedge Witch from other spells, weapons, or abilities. All of the other rules for this ability are the same as Circle of Protection: White.  
Level 6
Cultural Ability  
Level 7
Speaker for the Fae: Gain the title and rank of Fae Speaker. At the start of each event gain 5 GP for your services to those in your protected area and one scroll selected by staff.   Fae Understanding: You can now speak, read, write, and understand Fae language.   Improved Lighting Bolt: Lighting Bolt now deals 3 damage.  
Level 8
Circle of Protection - Blue: Using an 8-foot section of blue rope, you lay down a circle of protection on the ground. While inside this circle, you are immune to all sources of lightning damage. This does not protect you from other spells, weapons, or abilities. All other rules for this ability work the same as for Circle of Protection: White.  
Level 9
Cultural Ability  
Level 10
Fae Master: You gain the title and rank of Fae Master. At the start of each event gain 10 GP for your services to those in your protected area and one scroll selected by staff.   Advanced Hex: Your Hex improves so that the opponent receives -3 to weapon damage, -3 spell damage, and -3 to current HP (cannot be reduced below 1).   Know the Ways: You can open up portals to travel to the Never Never and the Faewild. You can now bypass rivers, oceans, and plague areas. You can bring all members of your party with you.

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