[go: up one dir, main page]

0% found this document useful (0 votes)
770 views3 pages

New Character Option: Wizard: Hedge Mage

Hedge mages are wizard subclasses that specialize in natural magic. They gain druid spells and can animate plants to aid them in combat. At higher levels, they can create magical elixirs using herbology and grow awakened trees to fight for them temporarily. Their magic allows them to share senses with plants and communicate with them telepathically.

Uploaded by

Pip Turen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
770 views3 pages

New Character Option: Wizard: Hedge Mage

Hedge mages are wizard subclasses that specialize in natural magic. They gain druid spells and can animate plants to aid them in combat. At higher levels, they can create magical elixirs using herbology and grow awakened trees to fight for them temporarily. Their magic allows them to share senses with plants and communicate with them telepathically.

Uploaded by

Pip Turen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

When not researching strange plants or experimenting

with new potions, hedge mages will often find work by tend-
ing to the needs of common folk. Some are known for their
skills in curing ailments or helping crops to grow, whereas
others are relied on for their ability to defend a village with
nothing but plants and woodland creatures. Butterflies and
moths often flit around hedge mages while they travel or
work outdoors.

NATURE SAVANT
When you choose this tradition at 2nd level, the following
druid spells are added to the wizard spell list for you. At the
GM’s discretion, other similar beast- or plant-related spells
from the druid spell list can be added to this expanded spell
list. The gold and time you must spend to copy one of these
spells into your spellbook is halved.
You also learn the druidcraft cantrip. It counts as a wizard
cantrip for you, but it doesn’t count against your number of
cantrips known.

Spell Level Spells


1st animal friendship, detect poi-
son and disease, entangle,
goodberry, purify food and
drink, speak with animals
2nd animal messenger, barkskin,
locate animals or plants,
protection from poison, spike
growth
3rd conjure animals, plant
growth, speak with plants
Hedge Mage 4th conjure woodland beings,
dominate beast, giant insect
5th awaken, commune with

NEW CHARACTER OPTION: nature, contagion, insect


plague, tree stride

WIZARD 6th conjure fey, find the path,


transport via plants, wall of
Wizards are often considered to be founts of knowledge, thorns
a reputation rightfully earned after generations and lives
7th regenerate
spent poring over forgotten texts and ancient manuscripts.
These knowledge-seeking mages ultimately pursue the 8th animal shapes
school of magic that interests them the most, becoming true
masters of their craft and labor. Some find satisfaction in In addition, you gain proficiency with the herbalism kit. If
studying mystical arts, while others focus their efforts on you already have this proficiency, you gain proficiency with
more practical or even explosive forms of magic. As a result, the poisoner’s kit or one type of artisan’s tools of your choice.
wizards around the world can be found on the councils of
nobles as quickly they can in the service of carnivals. ANIMATE PL ANT
Starting at 2nd level, you can use an action to touch a
HEDGE MAGE Medium or smaller plant to animate it, transforming the
plant into a plant creature with a challenge rating of 1/4 or
Hedge mages, sometimes called hedge witches, are curi-
lower for 1 hour. The GM chooses statistics appropriate for
ous wizards typically hidden on the outskirts of villages or
the plant, such as an awakened shrub. The plant is friend-
strange forests. These wizards practice natural magic, not
ly to you and your companions, and it obeys any mental
unlike a druid or ranger, but do so through rigorous study of
command that you issue to it (no action required by you). In
botany and herbology. By using this knowledge, hedge mages
combat, the plant shares your initiative count, but it takes its
can create masterful spells and valuable elixirs using the
turn immediately after yours. If you don’t issue any com-
natural world around them.
mands, the plant defends itself from hostile creatures, but

16 THE GRIFFON'S SADDLEBAG


otherwise takes no actions. The effect ends early if the plant natively, you can use an action to magically grow a Large
drops to 0 hit points. When you reach 6th level in this class, awakened tree from the ground in an unoccupied space that
the plant creature can have a challenge rating of 1/2 or lower, you can see within 30 feet of you instead. In either case, the
or 1 or lower when you reach 10th level. plant is charmed by you for 1 hour or until you use a bonus
You share a telepathic link with the animated plant. action to end it. The plant shares your initiative count, but it
Through this link, it can understand your telepathic messag- takes its turn immediately after yours, and obeys any verbal
es to it, and it can telepathically communicate simple emo- command that you issue to it (no action required by you). If
tions and concepts back to you. Additionally, as an action, you don’t issue any commands, the plant defends itself from
you can see through the plant’s eyes and hear what it hears hostile creatures, but otherwise takes no actions.
until the start of your next turn, gaining the benefits of any When the charm ends, the plant becomes inanimate once
special senses that the plant has. During this time, you are more. If you used an action to grow the awakened tree, it
deaf and blind with regard to your own senses. rapidly decomposes into a small pile of fertile soil at the end
You can use this feature a number of times equal to your of the duration instead.
proficiency bonus, and you regain all expended uses of it In addition, a plant that’s animated by this feature or your
when you finish a long rest. Animate Plants feature also gains the following benefits:

ELIXIRS y Its speed is doubled, up to a maximum of 30 feet.


y It gains a bonus to attack and damage rolls, saving
By 6th level, your keen knowledge of herbology and arcane throws, and Strength checks equal to your Intelligence
wit allow you to craft certain natural, but distinctly magi- modifier.
cal, elixirs. You know three elixir recipes, but can choose to y Its hit point maximum increases by an amount equal to
replace a known elixir recipe for a different one whenever your wizard level.
you finish a long rest. Your elixir recipe options are detailed
at the end of this arcane tradition. You create an elixir by
combining the recipe’s ingredients together in an empty ELIXIR RECIPES
flask or vial and speaking its unique command phrase. The
ingredients and command phrase required for an elixir are
listed in its description. Ingredients are consumed as part of
Elixir of Charm
making a potion, but are typically included in the materials Ingredients: A rose petal, a piece of parchment with a romantic
you collect as part of filling your component pouch. message, and a hair from a humanoid.
A creature can drink an elixir or administer one to another Command: The full name of the humanoid whose hair was used
creature as an action. Alternatively, you can use an action to
throw an elixir at a creature that you can see within 30 feet of This potion is made with the freshly plucked hair of a
you. If the creature is willing, it magically gains the effects of humanoid. If another creature drinks this potion, it must
the thrown elixir. If the creature is unwilling, it must succeed make a Wisdom saving throw against your wizard spell save
on a Dexterity saving throw against your wizard spell save DC, and does so with advantage if you or your companions
DC or be affected by the elixir. are fighting it. On a failed save, the creature is charmed by
You can create a number of elixirs equal to your proficien- the humanoid whose hair was used in the potion for 1 hour.
cy bonus using this feature. When you finish a long rest, While charmed, the creature regards this humanoid as a
you regain all expended uses of this feature, and any unused friendly acquaintance. The charm ends early if the creature
elixirs become nonmagical. You can create an elixir with 2 takes any damage. On a successful save, the creature isn’t
minutes of work, or you can use your natural magic to bridge charmed and is immune to this effect for 24 hours.
the gap between herbology and alchemy. Whenever you cast
a spell of 1st level or higher from your expanded spell list,
you can expend a use of this feature to create an elixir from Elixir of Night
your known recipes, provided you have the materials to do Ingredients: An owl feather, pinch of powdered cat’s eye, and
so. When you do, the elixir appears in a free hand or at your chocolate.
feet (your choice).
Command: “Of cat’s grace, through darkness’ embrace.”
FOREST SAGE When a creature drinks this potion, it gains darkvision out
to a range of 60 feet for 8 hours and adds 1d4 to any Dexter-
By 10th level, you can cast the speak with plants spell as a
ity (Stealth) check it makes for the duration. If the creature
ritual. In addition, you can add your Intelligence modifier to
already has darkvision, its range increases by 30 feet. While
the hit points restored and the damage dealt or reduced by
the potion is agitated, such as by being shaken or stirred, it
your elixirs.
sheds bright light in a 20-foot radius and dim light for an
additional 20 feet.
ANIMATE MA JOR PL ANT
At 14th level, you can use an action to expend two uses of
your Animate Plant feature to touch a Large or Huge tree, Elixir of Protection
or similar plant, to turn it into an awakened tree. The plant Ingredients: A snail’s shell, sage leaf, and piece of limestone (acid
gains the ability to move its limbs, roots, vines, creepers, and damage), salt crystal (cold damage), red pepper seed ( fire damage),
so forth, and it gains senses similar to a human’s. Alter- piece of iron (lightning damage), or snake fang (poison damage).

17
Command: “Born of the Material, unscathed by her arms.”
When you drink this elixir, your body becomes magically
protected against either acid, cold, fire, lightning, or poison
damage for 1 hour. You determine the type of damage when
you create the elixir. For the duration, any damage of that
type that you take is reduced by an amount equal to half your
wizard level.

Elixir of Recovery
Ingredients: A small piece of dried apple and gold leaf.
Command: “The body, unbroken.”
You regain 2d8 hit points when you drink this elixir. This
healing increases to 3d8 when you reach 14th level in this
class.

Elixir of Restoration
Ingredients: A bee’s wing, drop of rum, and piece of lemon peel; or
a bezoar from a giant goat, hippogriff, or pegasus worth at least 50
gp if the elixir cures the charmed, frightened, or petrified condition.
Command: “The balance, restored.”
When you drink this elixir, one condition afflicting you ends.
The condition can be blinded, deafened, paralyzed, or poi-
soned. When you reach 14th level in this class, the condition
can also be charmed, frightened, or petrified, but doing so
requires the elixir to be made using costly components.

Elixir of Truth
Ingredients: A sprig of cherry, a mockingbird feather, and fleck of
fool’s gold.
Command: Two truths and a lie, each one said when adding an
ingredient
When a creature drinks this elixir, it must make a Charisma
saving throw against your wizard spell save DC. A creature
can choose to fail this saving throw. On a failed save, the
creature’s eyes become pale and it can’t speak a deliberate
lie for the next 10 minutes. An affected creature is aware of
the elixir’s effect and can thus avoid answering questions to
which it would normally respond with a lie. Such a creature
can be evasive in its answers as long as it remains within the
boundaries of the truth.

Elixir of Witchfire
Ingredients: A piece of charcoal, frog stomach, and thistle leaf.
Command: “Burn in mine fire, for evil most dire.”
When a creature drinks this elixir, it takes 3d6 acid damage.
The damage increases to 5d6 when you reach 14th level in
this class. The poison is nearly tasteless and odorless, but a
creature can detect its presence, such as in a food or drink,
with a successful Intelligence (Investigation) or Wisdom
(Perception) check against your wizard spell save DC.

18 THE GRIFFON'S SADDLEBAG

You might also like