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View Full Version : D&D 5e/Next School of Hedges; Divine Spellcasting By Accident



sandmote
2020-03-06, 07:31 PM
This page on the Homebrewery (https://homebrewery.naturalcrit.com/share/2j4GT3dP)

Partially a healer subclass, I wanted something for the wizard like the Divine Soul has, which naturally requires different limits with a spellbook instead of spells learned. Very little raw power is added on, because it already adds a ton of flexibility with your spells prepared.



Experiential Learning
Beginning when you select this school at 2nd level, you can study another caster going through the process of casting a spell, and record the spell into your spellbook in this manner. The time and cost of copying the spell are unchanged, and you additionally need the spellcaster showing you the spell to spend some time demonstrating the proper technique for the duration you copy the spell. Most spellcasters aren't willing to give their time for free, and so may demand gold or favors in exchange for allowing you to learn the spell from them.

However, you can only add druid and wizard spells to your spellbook in this manner. Other wizards lack your knowledge of divine casting, and can only copy a spell from your spellbook if it is on the wizard spell list. Finally, you can only select spells on the wizard spell list to use with your Spell Mastery Class feature when you gain it.

Equivalent to the other wizard subclasses, but allows you to learn additional spells.


Wildmage
Trained far from the typical halls of magical learning, and not drawn to their traditional specializations, wizards from the school of hedges instead learn to cast spells as if drawing their magic from nature itself.

Each time you gain a wizard level, you can choose a spell from the druid spell list to add to your spellbook, replacing one of the wizard spells you would normally learn. Spells from the druid spell list in your spellbook count as wizard spells for you, but other characters gain no special ability to copy your spells that are not on the wizard spell list.

And a way to get some druid spells if the DM doesn't give much time for learning.


Forceful Restraint
From 6th level, when you cast a spell of 1st level or higher that allows a target to make a saving throw to avoid being grappled, restrained, or having their movement speed reduced, you can cause the creature to take 1d4 force damage on a failed save, in addition to any any other effects of the spell.

I see druids as having more control features, so this is to give some of your wizard spells some more flavor, as well as make you stand out from both the base class and borrowed class. Comments on the best damage for this?


Reactive Duplicator
Starting at 10th level, when you see a creature cast a spell on the druid or wizard spell lists that chooses specific targets (including touch spells), you can cast the same spell as a reaction, targeting only that creature. You must expend a spell slot and provide materials as normal, although you do not need to have the spell prepared to do so. You can cast spells in this manner a number of times equal to your Intelligence modifier (minimum of once) and regain all uses at the end of a long rest.

After you use this ability, you can lose one spell you have prepared in order to learn the spell you duplicated. You can later add this spell to your spellbook, taking time and gold as you you were copying from one spellbook to another. If you already have a spell prepared from using this feature, you must replace that spell.

An extension of the 2nd level features, with a bit included to let you learn from enemy spellcasters.


Herbalist
By 14th level, you are able to maintain a significant supply of medicinal supplies on hand. During a lost long rest, you can craft a number of medicinal salves equal to your Intelligence Modifier. You or another creature can apply one such salve as a bonus action, which restores 2d8 hit points to the target. You cannot maintain a number of these salves higher than your intelligence modifier, and any excess salves go bad and fail to provide any healing.

Wasn't really sure here, but another druid themed feature.