April 4, 2016

Hedge Wizard

Arcane Tradition
Comments from the Finger: Hedge wizards are the anti-wizard in a way. Where the normal wizard spends his days studying at an arcane university or apprenticing under a master, the hedge wizard teaches himself.

Hedge Wizard

Unlike ordinary wizards who learn their craft through extensive research and formal training, hedge wizards discover arcana on their own, reading what they can find, and uncovering deeper magic through experimentation. Hedge wizardry is defined by a lack of schooling, and consequently, hedge wizards are not grouped in traditional arcane schools. However, self-education is not without its drawbacks, for a hedge wizard is without school specialization, but is exceptionally practiced in lower level spells.
     Many norms for wizards do not apply to you. Your knowledge just as extensive, but is spread wider and over more schools than your formally-educated counterparts. Cantrips are your playthings, and you have become an expert in their use.

Cantrip Savant
You learn an additional wizard cantrip at 2nd level, 6th level, and 10th level. These cantrips don't count against your number of cantrips known.

Hedge Magic 
At 2nd level, you gain an additional 1st level spell slot. You gain one more 1st level spell slot at 6th level and 14th level.

Migrant Spellcaster
Starting at 6th level, immediately after you cast a wizard cantrip, you can move 10 feet without provoking Opportunity Attacks.

Potent Cantrips
At 10th level, you can add your Intelligence modifier to the damage you deal with any wizard cantrip.

Master Magician
Starting at 14th level, when you cast a wizard cantrip, you can gain advantage on a spell attack roll or give the target of the cantrip disadvantage on their first saving throw made against the spell. You can use this feature a number of times equal to your Intelligence modifier and you regain all expended uses when you complete a long rest.



Changelog: 4/4/16: Migrant Spellcaster: This triggers immediately after you cast a cantrip.

24 comments:

  1. Looks like a fun tradition to play as. It seems like Warmage Lite, so less complicated and still lets people play as a wizard, yet also allows them to worry less about resource management.
    One question though, what was your thought process on implementing 'Migrant Spellcaster'? I admit, it's pretty damn handy, and well inline with the power spikes of the class, but I don't see the thematic connection.
    Good work as always all the same, can't wait for your next post!

    (P.S, where it says, "Cantrips are your playthings, and you have become expert in their use." I think you forget an 'an' between 'become' and 'expert.' Technically it's grammatically correct, but it still bugs me -_-)

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    1. The thematic connection in migrant spellcaster might only be one in my mind. To me, a hedge wizard has more in common with a gypsy trader than the educated elite. To that end, you can typically find them living outdoors, practicing magic on their own and moving around a lot. They don't have much of a place anywhere, after all.

      And that was the grammatical use of 'expert' I intended to use, but if it spares you a headache, I can change it.

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  2. Hmmm...
    I do get where you are coming from with the migrant spellcaster ability, and I wouldn't mind it used in a game, but I still don't see how them staying a mobile people keeps them as an agile caster. Of course it's not my place to say anything, it's yours and should stay as such.
    However I would trade it out with something like 'casting a cantrip now only costs a bonus action.' Or 'you may regain any used spellslots up to your intelligence modifier every short rest.'

    Thanks for the time. Looking forward to your thoughts.

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    1. I guess it comes down to naming convention. Hedge wizard isn't just colloquial, it's actually somewhat descriptive. Because you can find hedge wizards outside, far from civilization, it makes sense to me that they would be exceptionally mobile, compared to their more sedentary counterparts.

      But also, this feature needed to be on the exploration or interaction tier, and preferably it needed to be something that triggers when you cast a spell relevant to the wizard's school. Bonus action cantrips are a nice thought, but a little bit of expected damage math shows that it's too powerful, and it doesn't fit the necessary parameters here.

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    2. Alright fair enough. I'm happy that I can have a reasonable conversation with someone on balance, especially on relatively untested content. When it comes to my friends the phrases 'power curve' and 'balanced' don't really come into play.

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    3. Yeah, it can be hard for new players to gain an appreciation for the power curve, especially in this edition. It was a lot easier in previous editions to tell how powerful a character should be at any given level, but in this one you need to examine the systems pretty closely to understand a lot of the nuance.

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  3. Does the movement from Migrant Spellcaster happen before or after the spell is cast? Can a hedge wizard cast *shocking grasp* and then move 10 feet? Can they move 10 feet and cast *fire bolt*? Or can they do both?

    Another great class, regardless. You guys consistently create quality homebrew and are definitely my favorite homebrew creators!

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    1. I can't believe I didn't address this point of ambiguity. I intend for this to trigger after you cast the cantrip; otherwise, it acts as a free disengage for ranged attacks. I'll make this change right away!

      Glad you like this one. I'm kinda surprised it took us this long to write a cantrip school.

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    2. I mean, I built the Warmage, so that kinda filled up the "Cantripping all day every day" space for the time being.

      In any case, this is still really good.

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    3. I like migrant caster for about.... Three reasons.
      1. Booming blade
      2. Green flame Blade
      3. Shocking grasp.

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    4. Interestingly, shocking grasp accomplishes basically the same thing.

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  4. Does migrant spellcaster use up your movemement or i it extra movement?

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  5. A suggestion from the ether: somewhere in here (perhaps with Hedge Magic) there should be a mechanic for learning spells though observation rather than though spellbook copying.

    Something like "When you observe a spell being cast or are subjected to the effects of a spell and that spell is on your spell list, you may make an Arcana check with a DC = 8 + the level of the spell: if you succeed, you may add that spell to your spellbook"

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    1. That's an interesting thought, but do you think that it'll make this subclass too powerful? I've played a wizard for a while in this edition (chronomancer, as it were) and the learning time is really nothing to be sneezed at. I think at one time I had a queue of 8 spells I needed to make time to copy down.

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    2. You could possibly increase the time and gold it takes to write down and know the spell, attributing it to the more 'trial and error' form of learning that hedge wizards would be more accustomed to.

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    3. I don't think applying negatives to core class features is a good idea, but I might be able to balance it by also giving that observational spell learning stuff. I'll have to mull it over for a bit.

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    4. Maybe keep the cost/time of writing the spell into your spell book, but simply allow the hedge wizard to copy a spell he has observed within a reasonable time frame without requiring a physical copy of the spell to copy from like normal?

      It's an extremely small bonus, if anything, because more than likely he'll get an enemy wizard's spellbook after he kills them anyways. There are situations where a wizard might observe a spell he's capable of casting where he won't have access to the spellbook of the person casting it, but those situations are rare.

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    5. That might actually be the right approach. Like I said, I'm going to stew on it for a little bit and feel out the approach, since there's not a lot of numbers I can crunch to give me direction

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  6. I had toyed with creating a spell thief class that had some similarity which used a mechanic you might like: its based upon being damaged by spells, essentially, you can only learn a spell after you have suffered its effects... additionally there is a fun penalty chart for learning spell wrong

    "A spellthief can learn any spell that targets them, but has % chance of learning it wrong based upon their int score. If a spell is learned wrong, it cannot be relearned until caster has gained 1 regular level, however, the DC (DC 11+ spell level) to learn the spell remains unchanged from the first time you tried to learn it. Until relearned, a spell which has been learned wrong is treated as being 1 level higher than the actual spell would normally be, and has 1 of the following penalties each time the spell is cast until it is relearned. The spell and the effect both happen every time the spell is cast until the spell is relearned. Some spellthieves, lacking in wisdom, choose never to relearn any spells and as such are never truly safe to be around.

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    1. Interestingly, we've covered that concept (twice).

      You will probably be interested in the Blue Mage, which is a sorcerer that can learn any spell he is targeted with, and our recent Spellthief, which is a rogue that temporarily learns spells from other creatures it attacks.

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    2. cool, I need to look through and find these. Thanks for all the good work, I have really been impressed with everything I have seen thus far

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