Hedge Witch

A hedge witch uses their unique understanding of the universe to their benefit, allowing them to cast a variety of unique Hedge Witchcrafts.

Hedge Witch

‌‌Hedge Witches and Wizards are taught and trained much like arcane wizards, except they need to start with a very non-standard outlook on life to successfully cast Hedge Witch Magic. In addition, training is usually done by word of mouth, from one older witch to another apprentice witch. They use the power of understanding certain unintuitive inner workings of the world and mortal minds to achieve magical effects. They have access to a more varied list of magics but a smaller individual Mana Pool, ensuring they never seek to do anything flashy or individually taxing, instead striving to achieve the most magical effect from the smallest amount of Mana expenditure. The terms witch and wizard are not gendered. Some simply prefer one term over the other.

Playing a Hedge Witch

XP Cost: 4 Prerequisites: Charisma or Wisdom Score of 14 or higher

When you Choose this Archetype and pay its XP cost you gain the Following:

Training

Gain Training in Arcane and 3 of the following Skills: Medicine, Knowledge, Investigation, Perception, Insight, Charm, Debate, Deception, Apocathy and Survival.

You gain Training in the use of 1 Melee, Ranged or Thrown Weapon Type.

Equipment

Acquire a Common suit of Light Armor of your choice.

Acquire a Common Weapon of your choice.

Acquire a Common Bundle of your Choice.

Ability

Hedge Magic You gain access to and the Ability to Cast Hedge Magic Spells.

You may convert Panache or Willpower Points into Mana. Choose once during acquisition of this archetype.

Trait

Hedge Spell Repertoire You Acquire a number of Hedge Spells of Tier I equal to your Casting Modifier or a number of Hedge Spells of Tier II equal to ½ your Casting Modifier or a combination thereof.

You memorize every Hedge Spell you Acquire and Never need a spell book or to consult notes while Casting Hedge Spells.

Archetype Ability

Hedge Witch’s Defense When you Roll Initiative you may Reduce your Mana Maximum by -1 to gain a bonus to your AC equal to your CHA Modifier until the end of Active Combat. You may use a Motion or Reaction to Drop this Magic Defense and Immediately Regain the Mana Used to Initiate this Ability.

You may never gain the benefit of more than 1 Magic Defense type at any time.

Traits and Abilities

Purchase with XP

Traits

Hedge Spell Bank

XP Cost: 1 Prerequisites: Hedge Witch

You have acquired a standard collection of Hedge Spells

Acquire 3 Tier I, or 2 Tier II Hedge Spells of your choice or any combination thereof.

Hedge Spell Vault

XP Cost: 2 Prerequisites: Hedge Witch, Spell Vault

You have acquired more than the average accompaniment of Hedge Spells

Acquire 4 Tier II, 6 Tier I, or 1 Tier III Hedge Spells of your choice or any combination thereof.

Hedge Spell Hoard

XP Cost: 3 Prerequisites: Hedge Witch, Spell Hoard

You have acquired a trove of Hedge Spells

Acquire 2 Tier III, 6 Tier II or 9 Tier I Hedge Spells of your choice or any combination thereof.

Strong Willed

XP Cost: 2 Prerequisites: Hedge Witch

Gain Training in Wisdom Saving Throws. You may now add your Training Bonus to Wisdom Saving Throws.

Mental Fortitude

XP Cost: 2 Prerequisites: Hedge Witch

Gain Training in Intellect Saving Throws. You may now add your Training Bonus to Intellect Saving Throws.

Emotional Awareness

XP Cost: 2 Prerequisites: Hedge Witch

Gain Training in Charisma Saving Throws. You may now add your Training Bonus to Charisma Saving Throws.

Nimble

XP Cost: 2 Prerequisites: Hedge Witch

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Hedge Witch

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resilient

XP Cost: 2 Prerequisites: Hedge Witch

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

Potent Magics

XP Cost: 1 Prerequisites: Hedge Witch

Your Hedge spells Saving Throw DC’s are increased by 2.

Non-Lethal Magics

XP Cost: 1 Prerequisites: Hedge Witch

Your Hedge Spells may now deal Non-Lethal Psychic Damage equal to the amount listed in the spells effect.

Snap Spell

XP Cost: 2 Prerequisites: Hedge Witch

Choose a Tier I Hedge Spell that you know. You may now cast that spell at no mana cost. Overpowering the spell still requires mana. Sustaining the spell still requires you to reduce your mana maximum.

Careful Casting

XP Cost: 2 Prerequisites: Hedge Witch

You can now choose to exclude any tiles in the area of your spell effects. Items and Creatures in those excluded tiles are not targeted and do not receive damage or effects from the spell.

Spell Persistence

XP Cost: 2 Prerequisites: Hedge Witch

Your pronunciation and gestures are impeccable allowing you to fit more commands per tap into the Mana Stream.

Your Mana Cost for Sustaining Spells is reduced by ½ .

Subtle Casting

XP Cost: 2 Prerequisites: Hedge Witch

Spells that would usually require a full free arm or hand to execute now only require a single free finger. Essentially allowing you to cast even while Bound or Restrained. Hedge Spells that Require Free Hands require 1 less Free Hands.

Silent Casting

XP Cost: 2 Prerequisites: Hedge Witch

You have found the Mana Stream can hear your thoughts if you speak them loud enough and you use this method to cast rather than using your Voice for your spells.

You can cast spells without breaking stealth, or while Gagged or Silenced.

Spell-Slang

XP Cost: 2 Prerequisites: Hedge Witch

Gain 1 Additional Spell Attack Action.

Abilities

Combined Spells

XP Cost: 2 Prerequisites: Hedge Witch

You can pay the Mana Cost for two Tier I Hedge Spells Prior to having the target creature Roll any Saving Throws, then, have that creature roll just one of the two Spells Saving Throws. If the creature Fails the Saving Throw, they are considered to have Failed Both Spell Saving Throws and suffer the Full Effects of both Spells. If they Save they are considered to have saved against both Spell Effects. The Caster only needs to Spend the Action Cost for one of the two Combined Spells.

Chained Spells

XP Cost: 2 Prerequisites: Hedge Witch

You can pay the Mana Cost for two Ranged or Melee Spell Attacks prior to making the Attack Rolls, then roll just one of the Spell’s Attack Rolls. If it Hits both Spells are considered to have Hit the Target and it receives the Damage from both Spells. You do not need to expend any typically required for the Spell added through Chained Spells.

Spell Adjustment

XP Cost: 2 Prerequisites: Hedge Witch

You can make small alterations to your spells at the Cost of 1 Mana. These alterations can do things such as: change the damage type of a spell or spell attack to another type of spell damage you are capable of dealing, add an additional target to a spell attack and split the damage(roll two attack rolls and 1 damage roll) or substitute Dazed, Slowed or Enraged, until end of next turn for the damage of a targeted spell attack.

Spell Empowering

XP Cost: 2 Prerequisites: Hedge Witch

You can empower your spells to increase their lethality. When you pay a spell’s Overpower Mana Cost you also have the option to deal an additional set of damage dice equal to the initial spell Effect. Any non-damage dice related effects are not doubled.