Hedgewise

Contents

The hedgewise uses alchemy, ritual, and arcane knowledge to enhance their martial prowess. Rather than employing the level of scholarship of a wizard, the hedgewise relies on folk practices, hearth wisdom, oral tradition, and other magics that are often dismissed by those of a scholarly bent.

Traveling Hunters

Hedgewise practitioners are solitary practitioners who learn the basics of their craft during an apprenticeship under an experienced hedgewise. Once the apprentice learns basic competence, they’re released from the constraints of apprenticeship and encouraged to seek new wisdom in the wider world. Many hedgewise travel, collecting bits of folklore and hearth wisdom while honing their alchemical formulas, or pursuing rare and potent reagents for their alchemical experiments.

Prepared to Protect

The hedgewise act as protectors of the natural world using the tools of the natural world. From the physical world, they create oils and potions. From the spiritual world, the communicate with spirits. No matter what comes their way, a hedgewise practitioner is prepared.

The Hedgewise Table
Level Proficiency Bonus Features Spells Known Sorcery Points Highest Spell Slot
1st +2 Favored Enemy, Fighting Style
2nd +2 Alchemical Font, Spellcasting 2 4 1
3rd +2 Hedge Discipline, Metamagic 3 5 1
4th +2 Ability Score Improvement 4 6 1
5th +3 Extra Attack 6 8 2
6th +3 Favored Enemy Improvement, Efficient Metabolism 7 9 2
7th +3 Hedge Discipline Feature 8 10 2
8th +3 Ability Score Improvement 10 11 2
9th +4 Alchemical Resurgence 11 13 3
10th +4 Metamagic 12 14 3
11th +4 Hedge Discipline Feature 13 15 3
12th +4 Ability Score Improvement 13 16 3
13th +5 Extra Attack (2) 13 18 4
14th +5 Favored Enemy Improvement 14 19 4
15th +5 Hedge Discipline Feature 14 20 4
16th +5 Ability Score Improvement 14 21 4
17th +6 Metamagic 15 23 5
18th +6 Imbued Formulae 15 24 5
19th +6 Ability Score Improvement 15 25 5
20th +6 Master Mixologist 15 26 5

Class Features

As a hedgewise, you gain the following class features.

Hit Points

Hit Dice: 1d10 per hedgewise level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per hedgewise level after 1st

Proficiencies

Armor: Light armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies, herbalist’s kit
Saving Throws: Constitution, Wisdom
Skills: Choose three from Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) a shield
  • (a) a shortsword and 5 darts or (b) two simple or martial weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A set of alchemist’s supplies, and an herbalism kit or healer’s kit

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, titanspawn, or undead. Alternatively, you can select two types of humanoids (such as humans and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, or by scholars who study them.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters or antagonists you’ve encountered on your adventures.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Crowd Breaker

Whenever you have more than one enemy within 5 feet of you, and no allies within 5 feet of you, your melee attacks gain a +2 bonus to attack rolls and damage.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Pack Tactics

You advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Alchemical Font

At 2nd level, you learn to tap into the wellspring of magic within nature and the elements. This wellspring allows you to create spell effects and is represented by sorcery points. In addition to fueling your spellcasting, sorcery points give you access to a variety of magical effects detailed throughout this class description.

Sorcery Points

You have 4 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the hedgewise table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Casting Fuel

You must use your sorcery points to gain spell slots. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn, provided you have access to your alchemical supplies, herbalism kit, or a healer’s kit. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points

Any spell slot you create with this feature turns back into a number of sorcery points equal to the slot’s level unless that slot is expended before the end of your next turn. You cannot otherwise convert spell slots gained from any source into sorcery points.

Spellcasting

Through training, study, and indoctrination into the ways of the hedgewise, you gain access to the inherent magic of nature which fuels your spells.

Spell Slots

You do not inherently have spell slots. You must manufacture spell slots using your hedgewise training, and the Alchemical Font feature. Only through gaining spell slots in this fashion are you able to cast your hedgewise spells of 1st level and higher. To cast one of these hedgewise spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the hedgewise spell list.

The Spells Known column of the hedgewise table shows when you learn more hedgewise spells of your choice. Each of these spells must be of a level for which you can create spell slots. For instance, when you reach 5th level in this class, you can learn two new spells of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the hedgewise spells you know and replace it with another spell from the hedgewise spell list, which also must be of a level for which you can create spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your hedgewise spells since the power of your magic relies on your ability to coax forth and control the proper energies from nature. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a hedgewise spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast a hedgewise spell as a ritual if that spell has the ritual tag and you know the spell. Doing so requires the expenditure of a single sorcery point, regardless of the spell’s level.

Alchemical Components

As you rely on your alchemist’s supplies, herbalism kit, or healer’s kit for the reagents needed to access your magic, these kits replace the need for any material component listed in the description of a spell you cast. You must fulfill verbal and somatic components normally.

Each kit listed above provides 10 days’ worth of components, with the healer’s kit costing one use per day. These can be restocked at most settlements for 75 percent of the cost of a new kit. You may also forage for herbs and reagents using the same rules laid out for seeking food and water.

Hedgewise Spell List

1st Level: animal friendship, burning hands, color spray, comprehend languages, cure wounds, detect evil and good, detect magic, detect poison and disease, entangle, expeditious retreat, feather fall, fog cloud, grease, guiding bolt, heroism, identify, inflict wounds, mage armor, magic missile, protection from evil and good, purify food and drink, sanctuary, shield, sleep, speak with animals, thunderwave

2nd Level: acid arrow, aegis*, alter self, animal messenger, arcane lock, beads of blaise*, blindness/deafness, blur, darkvision, enhance ability, enlarge/reduce, flame blade, gust of wind, hold person, invisibility, knock, lesser restoration, levitate, locate animals or plants, locate object, magic weapon, protection from poison, scorching ray, see invisibility, shatter, silence, spider climb, twisting thrust*, web

3rd Level: aqueous form*, bestow curse, chill wind*, clairvoyance, daylight, dispel magic, fireball, fly, gaseous form, glyph of warding, lightning bolt, magic circle, nondetection, plant growth, protection from energy, remove curse, speak with dead, speak with plants, stinking cloud, tongues, water breathing, wind wall

4th Level: arcane eye, banishment, blight, confusion, conjure woodland beings, divination, dominate beast, faithful hound, fire shield, freedom of movement, frostform*, greater invisibility, lightning shield*, locate creature, polymorph, wall of fire

5th Level: animate objects, awaken, cloudkill, commune with nature, contact other plane, dispel evil and good, greater restoration, hold monster, lavaform, mass cure wounds, planar binding, scrying, teleportation circle, wall of stone, wall of force

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Delayed Spell

When you cast a spell with the duration of instantaneous, you can spend 2 sorcery points to delay its effect for a number of rounds equal to your Charisma modifier (minimum 1). You may increase this delay to a number of minutes equal to your Charisma modifier (minimum 1) by spending 3 sorcery points, or to a number of hours equal to your Charisma modifier (minimum 1) by spending 5 sorcery points.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Hedge Discipline

At 3rd level, you choose a hedge discipline, which describes the methodology by which you attain and utilize magical power: Choose one of the hedge disciplines detailed at the end of the class description, or one from another source.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 13th level in this class.

Efficient Metabolism

When you reach 6th level, your exposure to alchemical processes, herbal concoctions, and mystical energies grants you a remarkable level of resistance. You can further fortify this by drawing on your mystical potential.

Upon attaining this feature, you gain the following effects and abilities:

  • You have advantage on saving throws to resist the poisoned condition and resistance to poison damage.
  • If you suffer the charmed, frightened, or poisoned condition from a magical or psionic source, or as the result of a chemical or potion, you can use your reaction and spend 2 sorcery points to end the condition on yourself. Each use of this feature in this way can only remove one condition, so to remove two conditions would require two separate uses.
  • If you suffer the blinded or deafened condition from a magical or psionic source, or as the result of a chemical or potion, you can use your reaction and spend 3 sorcery points to end the condition on yourself. Each use of this feature in this way can only remove one condition, so to remove both would require two separate uses.
  • If you suffer exhaustion from a magical or psionic source, or as the result of a chemical or potion, you can use your reaction and spend 4 sorcery points to remove one level of exhaustion. Each use of this feature in this way can only remove one level of exhaustion.
  • If you must make a death saving throw, you may spend 5 sorcery points to gain advantage on that saving throw. This is reflexive, does not require the use of an action, and may be declared after the death save is rolled, but before the end of your turn.
  • If you suffer the paralyzed or petrified condition from a magical or psionic source, or as the result of a chemical or potion, you can spend 7 sorcery points to end the condition on yourself. This is reflexive and does not require the use of an action, however if you use this feature in this fashion you become incapacitated until the end of your next turn.

Alchemical Resurgence

Beginning at 9th level, when you drink a potion or apply an alchemical formula to a weapon or object, you can channel your mystical knowledge to refresh and extend its effects. When a potion affecting you, or an alchemical formula affecting an object you touch ends, you may use your reaction to spend 3 sorcery points. If you do, the effect occurs again as if you just took the potion, or the formula just applied. For potions and formulae with an instantaneous effect, you must use this feature in the same round the item is applied.

Formula Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will, without the need for components or preparation. Choose a 1st-level hedgewise spell and a 2nd-level hedgewise spell that you know. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot and utilize components as normal.

By spending a workweek in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Formulae

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level or lower hedgewise spells you know as your signature formulae. You can cast each of them once at 3rd level without expending a spell slot and without the need for components. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot and utilize components as normal.

Hedge Disciplines

While all hedgewise study the means to harness arcane power from the natural world, each hedgewise selects a discipline that serves as a focal point for their study. These disciplines provide additional skills and guide the hedgewise’s path as they proceed with their adventuring career.

Apothecary

The apothecary specializes in the production of potions, oils, and poultices.

Apothecary Spells

Beginning at 3rd level when you select this feature, you learn additional spells at certain levels. These spells count as hedgewise spells for you, but do not count against the number of spells you know.

Class Level Spell
3rd false life
5th gentle repose
9th revivify
13th death ward
17th raise dead

Bonus Proficiencies

Also, at 3rd level, you gain proficiency with brewer’s supplies and the Arcana skill. If you already have proficiency in either of these when you choose this discipline, your proficiency bonus is doubled when making checks for that tool or skill. You gain a set of brewer’s supplies if you do not already own one.

Craftwork

When you select this discipline at 3rd level, you gain the ability to create a variety of potions and brews for consumption. You can create magic potions and oils at half the listed cost, in half the listed time. Furthermore, if you have access to your alchemist’s supplies and brewer’s supplies you can make a potion or oil that holds a magical effect for a short time. To do so, you may add 10 minutes to the casting time of a spell you know and make an Intelligence ability check using your brewer’s supplies proficiency. The DC of this check is 10 + the spell’s level. If successful, you may imbue that spell’s effect into the potion or oil of your choosing by spending a sorcery point. Potions and oils created in this fashion lose their potency 24 hours after completed.

Spells used to create potions with this feature must have a target of self or touch. Spells used to create oils must have a single target.

When a potion created with this feature is consumed, the drinker is affected by the spell as if it were cast on them at that time. The spell must run its course and the effect does not end before the spell’s duration ends unless it is dispelled. Concentration spells delivered via potion do not require concentration and last for the full duration.

When an oil created with this feature is applied to a weapon, that weapon delivers the spell worked into the oil upon a successful attack in addition to the weapon’s normal attack. If the spell requires a saving throw, the target may make one at that time. The spell must run its course and the effect does not end before the spell’s duration ends unless it is dispelled. Concentration spells delivered via oil do not require concentration and last for the full duration.

Distill Essentia

Upon reaching 7th level, you learn to harvest raw magical essence from fallen creatures. You may spend one hour using your alchemist’s supplies and brewer’s supplies to drain and distill the magical energy from the remains of a creature who died within the last day. At the end of the hour, you must succeed on an Intelligence check using your brewer’s supplies proficiency. The DC of this check is equal to 10 + half the target creature’s CR (round up). On a successful check, you create a potion that holds a number of sorcery points equal to your Charisma modifier or the creature’s CR, whichever is lower. If the result is less than 1, the potion yields 1 sorcery point. A creature who has sorcery points may drink the potion and immediately gain that number of sorcery points, up to their maximum number of sorcery points. A creature who does not have sorcery points must make a Constitution saving throw against your spell save DC. On a failed save, the creature suffers 1d4 force damage and 1d4 poison damage for each sorcery point the potion delivers. Regardless of the outcome of the save, the sorcery points are then wasted.

Potions or oils you create with this feature retain potency for 24 hours.

Enhance Distillate

Starting at 11th level, when you create a potion or oil using the Craftwork or Distill Essentia feature, you may spend additional sorcery points to extend potency of the item created through the feature. If you do the potion or oil’s potency increases by 24 hours for each additional sorcery point spent.

Immaculate Relief

When you reach 15th level in this class, you unlock the secrets of the hedgewise metabolism. Through this knowledge, you can instill a similar reaction in an ally. Provided you have access to your alchemist’s supplies, herbalism kit, or healer’s kit, you may touch a creature who is not hostile toward you and expend sorcery points as described under your Efficient Metabolism feature to end conditions on the target as if you were ending them on yourself.

Beckoner

The beckoner calls forth and communicates with spirits of nature and of the departed. Through these communications, they can compel assistance and service from the spiritual world.

Beckoner Spells

Beginning at 3rd level when you select this feature, you learn additional spells at certain levels. These spells count as hedgewise spells for you, but do not count against the number of spells you know.

Class Level Spell
3rd find familiar
5th find steed
9th conjure animals
13th conjure minor elementals
17th conjure elemental

Bonus Proficiencies

Also, at 3rd level, you gain proficiency in the Animal Handling and Religion skills. If you already have proficiency in either of these when you choose this discipline, your proficiency bonus is doubled when making checks for that skill.

Efficient Ritualist

When you select this discipline at 3rd level, you become well versed in ritual magic. Whenever you cast a spell as a ritual, you may make a Wisdom saving throw against your own spell save DC. If you succeed, you regain the sorcery point spent to cast the ritual. If you succeed by 5 or more, you gain an additional sorcery point.

Adamant Summoner

Upon reaching 7th level, you learn to enhance the potency of creatures you summon. All creatures you summon with a spell gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that are not adamantine.

Reclaim the Spirit’s Vigor Starting at 11th level, when a creature you have summoned is reduced to 0 hit points, is dismissed by you, or returns to its plane of origin, you may use your reaction to make a Charisma ability check. The DC of this check is 10 + the summoned creature’s challenge rating (rounded up, minimum 1) If you succeed, you regain 1 sorcery point.

Army of Spirits

When you reach 15th level in this class, you achieve unparalleled mastery of the summoner ‘s art. This provides you with the following effects:

  • Your familiars can take the Attack action. Furthermore, they gain a +3 bonus to AC and 2d10 additional hit points when summoned.
  • You can spend a number of additional sorcery points equal to the spell’s level when casting conjure animals, conjure woodland beings, conjure minor elementals, or conjure elemental. If you do, the spell does not require concentration to maintain.
  • You can spend a number of additional sorcery points to increase the number of creatures summoned when casting conjure animals, conjure woodland beings, conjure minor elementals, or conjure elemental. Spending 2 additional sorcery points allows you to summon twice as many creatures, while spending 4 additional sorcery points allows you to summon three times as many. Where you can cast one of the aforementioned spells using a higher spell slot, you may use this ability after calculating the higher-level spell slot. For example, if you cast conjure animals using a 5th level spell slot, you can summon two beasts of challenge rating 2 or lower. If you spend an additional 4 sorcery points when casting the spell, you can increase this to six beasts of challenge rating 2 or lower. You can also spend an additional 3 sorcery points to negate the need to maintain concentration on that spell.

Pursuer

The pursuer’s practice is centered around tracking and eliminating creatures who menace and threaten the natural world.

Pursuer Spells

Beginning at 3rd level when you select this feature, you learn additional spells at certain levels. These spells count as hedgewise spells for you, but do not count against the number of spells you know.

Class Level Spell
3rd hunter’s mark
5th branding smite
9th haste
13th stoneskin
17th flame strike

Bonus Proficiencies

Also, at 3rd level, you gain proficiency with medium armor and the History skill. If you already have proficiency in History when you choose this discipline, your proficiency bonus is doubled when making checks for that skill.

Enemy’s Bane

When you select this discipline at 3rd level, you learn to channel mystical energy to amplify your weapon attacks. Whenever you make a successful melee or ranged weapon attack against a creature who you have chosen as a Favored Enemy, you may spend 1 sorcery point to add one additional weapon damage die to the damage total. While this additional die is of the same type as the base weapon, all damage from that attack is also considered magical.

Absorb Enmity

Upon reaching 7th level, you learn to draw mystical energy from the enmity of your foes. When you take damage from any attack that targets only you, you may use your reaction to grant yourself resistance to the damage type of that attack. You retain this resistance until the beginning of your next turn. When you activate this feature in response to an attack from a creature who is not a Favored Enemy of yours, you regain 1 sorcery point. When you activate this feature in response to an attack from a creature who is a Favored Enemy of yours, you regain 2 sorcery points.

You may use this feature a number of times equal to your Constitution modifier (minimum 1) and you regain all expended uses when you complete a short or long rest.

Master of the Hunt

When you reach 11th level, you may choose an additional Favored Enemy, as well as a second Fighting Style.

Metacombat

When you reach 15th level in this class, your study of combat grants you access to metamagic techniques that you can use to enhance your weapon strikes. Preparing your weapons and armor for these techniques is assumed to be part of the routine maintenance you perform during short and long rests, so as long as you have access to your arms, armor, and alchemist’s supplies or herbalism kit when you complete a rest, you can use any of the following techniques until you complete your next long rest.

Unless otherwise noted, you can only use one metacombat option on one attack.

Distant Attack

When you make a ranged weapon attack, you can spend 2 sorcery points to double the range of the attack.

Empowered Attack

When you roll damage for a weapon attack, you can spend 2 sorcery points to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Attack even if you have already used a different Metacombat option on this attack.

Heightened Attack

When you attack a creature, who is resistant or immune to your attack, you can spend 4 sorcery points to allow your attack to penetrate their defenses. If the creature is immune to the damage, they instead become resistant until the end of your next turn. If the creature is resistant to the damage, they lose that resistance until the end of your next turn. Multiple uses of this metacombat feature stack. Heightened Attack has no effect if used on a creature without immunity or resistance to the damage your attack deals.

Twinned Attack

When you make a ranged attack, you can spend 4 sorcery points to target a second creature in range with the same attack. This creates a mystical duplication of the impact which deals the same type of damage as the initial attack rather than summoning a secondary piece of ammunition.

Hedgewise Multiclassing

Multiclassing information for adding the hedgewise class is detailed below.

Multiclassing Prerequisites

Ability Score Minimum

  • Strength 13 or Dexterity 13, and Charisma 13

Multiclassing Proficiencies Gained

  • Light armor, alchemist’s supplies, herbalist’s kit

Multiclassing with Spellcasters

As the hedgewise provides no access to spell slots on its own, this is a special case for multiclassing. Hedgewise levels do not add to the overall totals for determining spell slots when multiclassing. Sorcery points gained from hedgewise levels are tracked separately and all spells you learn from the hedgewise class must be prepared and cast using the rules therein. Only spell slots created from sorcery points may be used to cast hedgewise spells and only spell slots created to cast a Hedgewise spell can be converted back into hedgewise sorcery points.

Metamagic options from the sorcerer class cannot be used on hedgewise spells. Likewise, hedgewise metamagic cannot be applied to sorcerer spells.

Section 15: Copyright Notice

Class Collection © 2021 Chaz Callendar and Travis Legge

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