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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.

Abilities

Armor Allowed: none

Weapons Allowed: dagger, knife, stick, club

Abilities

  • Circle of Protection: White -  The Hedge Witch lays down a circle of protection on the ground.  The player uses a 6 foot section of white rope.  Once this rope is set up the Hedge Witch is safe from attacks by hand held crafted weapons (swords, axes, daggers, etc) or monster weapon attacks (claws, horns, tail whips, etc).  This does not protect the Hedge Witch from spells or other special abilities, but does protect the Hedge Witch from long range weapons such as thrown axes, arrows, bolts, thrown hammers, javelins, etc.  The Hedge Witch can still use their abilities through the Circle of Protection but once established the circle cannot move. If the Hedge Witch steps out of the circle then the spell is destroyed and no longer works until it is placed  again. The circle must be continuous and unbroken. Other players and NPCs can not destroy or move the circle but some high level monsters may. The circle can be no larger than 6 feet in circumference and only the Hedge Witch may stand (or sit) in the Circle.

  • Hex: May curse a target monster, NPC, or player (but not undead) with a -1 to weapon and spell damage and -1 to HP. The -1 to weapon and spell damage applies to any and all weapons and spells that the target uses .  No limit on use. To use this ability the Hedge Witch player must point at the target NPC, player, or monster and announce the Hex along with a description of the target. If the Hedge Witch is reduced to 0 HP, the Hex ends. The Hedge Witch may change targets of the Hex during combat, but if they choose to do so then the Hex immediately ends for the previous target and the target regains their 1 HP and point of damage. The target cannot be taken below 1 HP by this ability. If the Hedge Witch is “slain” (aka reduced to 0 HP) while a Hex is placed on a target then that Hex stays until it can be removed.

  • Ghost Talker: Can interact and communicate with Ghosts. 

  • Spirit Scroll Use: Can use spirit scrolls

  • Divine Scroll Use: Can use divine scrolls

  • Nature Scroll Use: Can use nature scrolls.

  • Familiar: May carry a stuffed animal familiar. If you do, you are granted 1 extra 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 - Deals 2 points of damage, but can NOT be blocked by shields and ignores armor.  The damage and spell must be called out.  Can be cast 6 spells per day (6/day). This spell uses a blue spell pack.

  • Level 3: Cultural Ability, Dagger Expert - +1 damage with dagger

  • Level 4: Improved Hex - penalty increases to -2 to weapon damage and -2 to HP (cannot be reduced to below 1).

  • Level 5: Circle of Protection: Red-  The Hedge Witch lays down a circle of protection on the ground.  The player could use sand, chalk, or whatever works best but a 6 foot section of red rope is recommended.  Once this rope is set up the Hedge Witch is safe from attacks from Fire, whether it be spell, potions, or abilities.  This does not protect the Hedge Witch from other spells, weapons, or other special abilities.  The Hedge Witch can still use their abilities through the Circle of Protection but once established the circle cannot move. If the Hedge Witch steps out of the circle then the spell is destroyed and no longer works until it is placed  again. The circle must be continuous and unbroken. Other players and NPCs can not destroy or move  the circle but some high level monsters may. The circle can be no larger than 6 feet in circumference and only the Hedge Witch may stand (or sit) in the Circle. The Hedge Witch may have several circles up at once.

  • Level 6: Cultural Ability

  • Level 7:  Speaker for the Fey -  gain the title and rank of Fey Speaker.  At the start of each event you gain 5 GP for your services to those in your protected area and one scroll selected by the admin. This is at the start of each event. 

  • Fey Understanding: Can now speak, read, write, and understand Fey language. 

  • Improved Lighting Bolt: Lighting bolt now deals 3 damage.

  • Level 8: Circle of Protection: Blue -  The Hedge Witch lays down a circle of protection on the ground.  The player could use sand, chalk, or whatever works best but a 6 foot section of blue rope is recommended.  Once this rope is set up the Hedge Witch is safe from attacks from Lightning damage, whether it be spell, potions, or abilities.  This does not protect the Hedge Witch from other spells, weapons, or other special abilities.  The Hedge Witch can still use their abilities through the Circle of Protection but once established the circle cannot move. If the Hedge Witch steps out of the circle then the spell is destroyed and no longer works until it is placed again. The circle must be continuous and unbroken. Other players and NPCs can not destroy or move the circle but some high level monsters may. The circle can be no larger than 6 feet in circumference and only the Hedge Witch may stand (or sit) in the Circle. The Hedge Witch may have several circles up at once.

  • Level 9: Cultural Ability

  • Level 10: Fey Master - gain the title and rank of Fey Master.  At the start of each event you gain 10 GP for your services to those in your protected area. Advanced Hex: Your Hex power increases to -3 to weapon damage and -3 to HP (cannot be reduced below 1). 

  • Know the Ways: by opening up portals to the “Never Never” and the “Fey Wild” you can travel through them. You can now bypass rivers, oceans, or plague areas.  All in your party can come with you for this.

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