Hedge Mage (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search

Hedge Mage[edit]

A hedge mage is a magician who has completed his apprenticeship but has not yet build and occupied his tower. A hedge mages is considered to be a journeyman, travelling the world while collecting spells and blueprints, honing his craft and searching for a suitable location to inhabit as a mage smith.


Alignment: Any available to magicians, ie neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Feats: Craft Lesser Shield.

Race: Any available to magicians, ie Human, Deep Dwarf, Half-Giant, Mountain Dwarf, Hill Dwarf, Duergar, Half-Elf, Ogre Mage, Stone Giant, Rakshasa, Azer, Hobgoblin, Centaur, Elan, Hound Archon, Maenad, Aasimar, Satyr.

Skills: Profession (village smith) 4 ranks, Magecraft 6 ranks.

Spells: Minor Magecraft Imbue.

Special: To become a hedge mage, a magician must have graduated from his apprenticeship, that is, he must have gained an Familiar and smithed and imbued a prentice piece lesser shield to the satisfaction of his master.

Table: The Hedge Mage
Hit Die: d10

Level Base
Attack Bonus
Special Spells per Day/Spells Known
1st +1 +0 +2 +0 1st Favored Enemy +1 level of existing spellcasting class
2nd +2 +0 +3 +0 Craft Minor Magesword +1 level of existing spellcasting class
3rd +3 +1 +3 +1 Track +1 level of existing spellcasting class
4th +4 +1 +4 +1 2nd Favored Enemy +1 level of existing spellcasting class
5th +5 +1 +4 +1 Craft Lesser Magesword +1 level of existing spellcasting class
6th +6 +2 +5 +2 Swift Tracker +1 level of existing spellcasting class
Class Skills (4 + Int modifier per level)

Class Features[edit]

All the following are class features of the hedge mage:

Favored Enemy (Ex): At 1st level, a hedge mage may select a type of creature from among those given on Table: Hedge Mage Favored Enemies. The hedge mage gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 4th level, the hedge mage may select an additional favored enemy from those given on the table. In addition, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the hedge mage chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the hedge mage’s bonuses do not stack; he simply uses whichever bonus is higher.

Table: Hedge Mage Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

Mageswords: A hedge mage gains magecraft feats to create increasing complexities of mageswords at 2nd (minor) and 5th (lesser) levels. A hedge mage (and his bondmate, if he has one) can always recognize mageswords he has crafted.

Track: At 3rd level, the hedge mage gains Track as a bonus feat.

Swift Tracker (Ex): Beginning at 6th level, a hedge mage can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!