[3.X] Hedge Witch
Posted: Sat Aug 08, 2020 6:11 pm
Hedge Witch

Hit Dice: 1d8 per level
Skill points: 4 points per level + Inteligence bonus per level (x4 at 1st level)
Starting Gold: 2d4 x 10 (50gp)
The following are all class features of the hedge witch
Weapon and Armor Proficiency
Hedge witchs are proficient with simple weapons. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume.
Hedge witches are not proficient in armor or shields of any kind.
Animal Companion (Ex)
A hedge witch may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the hedgewitch on her adventures as appropriate for its kind.
A 1st-level hedge witch’s animal companion is completely typical for its kind except as noted below. As a hedge witch advances in level, the animal’s power increases as shown on the table as if she had an effective druid class level equal to her hedge witch class level. If a hedge witch releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A hedge witch of 4th level or higher may select from alternative lists of animals as if she was a druid of the same level. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s hedge witch level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s hedge witch level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the hedge witch’s effective level to 0 or lower, she can’t have that animal as a companion.)
Brew Potion
At 1st level, a hedge witch gains Brew Potion as a bonus feat.
Hedge Witch Spellcasting
A hedge witch casts divine spells, which are drawn from the hedge witch spell list. A hedge witch must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the hedge witch must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hedge witch’s spell is 10 + the spell level + the hedge witch’s Wisdom modifier.
Like other spellcasters, a hedge witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Hedge Witch. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A hedge witch prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A hedge witch may prepare and cast any spell on the hedge witch spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
A hedge witch does not use a divine focus to cast spells, but instead uses arcane material components if the spell requires them.
Persistent Spell Slot (Ex)
A hedge witch may cast some spells with an increased duration. These spells must have a duration that is 1 minute per level, 10 minutes per level, hours per level, or have a duration longer than 30 minutes. Any spell which requires concentration may not be cast in this way. After casting the spell from a persistent spell slot, the duration becomes permanent so long as the hedge witch expends that duration slot to keep the spell active.
At each even class level that a hedge witch attains, she gains one bonus persistant spell slot of the highest hedge witch spell level she can cast, starting at class level 2 with one bonus 1st level persistent spell slot at class level 2 to a maximum of nine duration slots total, one for each spell level, at level 18.
A hedge witch may cease to use a persistent slot to maintain a spell as a swift action, and at that time the spell immediately ends.
THE HEDGE WITCH SPELL LIST
0th: daze, detect magic, endure elements, goodberry, know direction, message, prestidigitation, purify food and drink, read magic
1st: charm person, comprehend languages, detect evil, disguise self, harm, heal, identify, greater magic fang, sleep
2nd: augury, blindness/deafness, command undead, darkvision, detect thoughts, eyebite, summon swarm, invisibility, owl's wisdom
3rd: bestow curse, deep slumber, greater dispel magic, divination, magic circle against evil, nondetection, plant growth, protection from energy, suggestion
4th: charm monster, confusion, death ward, dimensional anchor, discern lies, phantasmal killer, freedom of movement, polymorph, scrying
5th: baelful polymorph, break enchantment, commune, dream, insect plague, lesser planar binding, spell resistance, symbol of sleep, true seeing
6th: animate objects, flesh to stone, legend lore, mislead, planar binding, soulbind, stone to flesh, mass suggestion, symbol of persuasion
7th: animal shapes, control weather, creeping doom, screen, greater scrying, spell turning, regenerate, insanity, simulacrum
8th: binding, mass charm monster, discern location, mind blank, moment of presience, greater planar binding, polymorph any object, protection from spells, symbol of insanity
9th: astral projection, dominate monster, foresight, mage's disjunction, mass heal, miracle, shapechange, time stop, weird
March 12, 2024 Edit: Image broke but Rad(TheMad4) helped me fix it. Thank u Rad~♡

Hit Dice: 1d8 per level
Skill points: 4 points per level + Inteligence bonus per level (x4 at 1st level)
Starting Gold: 2d4 x 10 (50gp)
- Table: The Hedge Witch
Class
LevelBase Attack
BonusFortitude
SaveReflex
SaveWillpower
SaveClass
Ability0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 +0 +2 +0 +2 animal companion, brew potion, hedge witch spellcasting 3 1 - - - - - - - - 2 +1 +3 +0 +3 persistent spell slot (1st) 4 2 - - - - - - - - 3 +2 +3 +1 +3 4 2 1 - - - - - - - 4 +3 +4 +1 +4 persistent spell slot (2nd) 4 3 2 - - - - - - - 5 +3 +4 +1 +4 4 3 2 1 - - - - - - 6 +4 +5 +2 +5 persistent spell slot (3ed) 4 4 3 2 - - - - - - 7 +5 +5 +2 +5 4 4 3 2 1 - - - - - 8 +6/+1 +6 +2 +6 persistent spell slot (4th) 4 4 4 3 2 - - - - - 9 +6/+1 +6 +3 +6 4 4 4 3 2 1 - - - - 10 +7/+2 +7 +3 +7 persistent spell slot (5th) 4 4 4 4 3 2 - - - - 11 +8/+3 +7 +3 +7 4 4 4 4 3 2 1 - - - 12 +9/+4 +8 +4 +8 persistent spell slot (6th) 4 4 4 4 4 3 2 - - - 13 +9/+4 +8 +4 +8 4 4 4 4 4 3 2 1 - - 14 +10/+5 +9 +4 +9 persistent spell slot (7th) 4 4 4 4 4 4 3 2 - - 15 +11/+6/+6 +9 +5 +9 4 4 4 4 4 4 3 2 1 - 16 +12/+7/+7 +10 +5 +10 persistent spell slot (8th) 4 4 4 4 4 4 4 3 2 - 17 +13/+8/+8 +10 +5 +10 4 4 4 4 4 4 4 4 2 1 18 +14/+9/+9 +11 +6 +11 persistent spell slot (9th) 4 4 4 4 4 4 4 4 3 2 19 +15/+10/+10 +11 +6 +11 4 4 4 4 4 4 4 4 3 3 20 +15/+10/+10 +12 +6 +12 4 4 4 4 4 4 4 4 4 4
The following are all class features of the hedge witch
Weapon and Armor Proficiency
Hedge witchs are proficient with simple weapons. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume.
Hedge witches are not proficient in armor or shields of any kind.
Animal Companion (Ex)
A hedge witch may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the hedgewitch on her adventures as appropriate for its kind.
A 1st-level hedge witch’s animal companion is completely typical for its kind except as noted below. As a hedge witch advances in level, the animal’s power increases as shown on the table as if she had an effective druid class level equal to her hedge witch class level. If a hedge witch releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A hedge witch of 4th level or higher may select from alternative lists of animals as if she was a druid of the same level. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s hedge witch level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s hedge witch level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the hedge witch’s effective level to 0 or lower, she can’t have that animal as a companion.)
Brew Potion
At 1st level, a hedge witch gains Brew Potion as a bonus feat.
Hedge Witch Spellcasting
A hedge witch casts divine spells, which are drawn from the hedge witch spell list. A hedge witch must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the hedge witch must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hedge witch’s spell is 10 + the spell level + the hedge witch’s Wisdom modifier.
Like other spellcasters, a hedge witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Hedge Witch. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A hedge witch prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A hedge witch may prepare and cast any spell on the hedge witch spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
A hedge witch does not use a divine focus to cast spells, but instead uses arcane material components if the spell requires them.
Persistent Spell Slot (Ex)
A hedge witch may cast some spells with an increased duration. These spells must have a duration that is 1 minute per level, 10 minutes per level, hours per level, or have a duration longer than 30 minutes. Any spell which requires concentration may not be cast in this way. After casting the spell from a persistent spell slot, the duration becomes permanent so long as the hedge witch expends that duration slot to keep the spell active.
At each even class level that a hedge witch attains, she gains one bonus persistant spell slot of the highest hedge witch spell level she can cast, starting at class level 2 with one bonus 1st level persistent spell slot at class level 2 to a maximum of nine duration slots total, one for each spell level, at level 18.
A hedge witch may cease to use a persistent slot to maintain a spell as a swift action, and at that time the spell immediately ends.
THE HEDGE WITCH SPELL LIST
0th: daze, detect magic, endure elements, goodberry, know direction, message, prestidigitation, purify food and drink, read magic
1st: charm person, comprehend languages, detect evil, disguise self, harm, heal, identify, greater magic fang, sleep
2nd: augury, blindness/deafness, command undead, darkvision, detect thoughts, eyebite, summon swarm, invisibility, owl's wisdom
3rd: bestow curse, deep slumber, greater dispel magic, divination, magic circle against evil, nondetection, plant growth, protection from energy, suggestion
4th: charm monster, confusion, death ward, dimensional anchor, discern lies, phantasmal killer, freedom of movement, polymorph, scrying
5th: baelful polymorph, break enchantment, commune, dream, insect plague, lesser planar binding, spell resistance, symbol of sleep, true seeing
6th: animate objects, flesh to stone, legend lore, mislead, planar binding, soulbind, stone to flesh, mass suggestion, symbol of persuasion
7th: animal shapes, control weather, creeping doom, screen, greater scrying, spell turning, regenerate, insanity, simulacrum
8th: binding, mass charm monster, discern location, mind blank, moment of presience, greater planar binding, polymorph any object, protection from spells, symbol of insanity
9th: astral projection, dominate monster, foresight, mage's disjunction, mass heal, miracle, shapechange, time stop, weird
March 12, 2024 Edit: Image broke but Rad(TheMad4) helped me fix it. Thank u Rad~♡