Classes D&D Fighter homebrew Liafa Table Top

Liafa: Hedgesworn Fighter

Today, I introduce a new archetype for fighter - the hedgesworn. The hedgesworn is a fighter who finds themselves learning the secrets of the Arcane Hedge, and its master, The Witch.

The Hedgesworn are fighters that have learned some of the secrets that reside within the Arcane Hedge and have sworn fealty to the Witch. The Hedgesworn are able to channel the energy of the Astral Genesis Seed and wrap themselves in the Mists that it generates. Hedgesworn are able to wreathe their weapons in astral force, and unleash it upon foes. Hedgesworn are versatile adversaries able to match the demands of the battlefield. 

Arcane Contract

3rd-Level Hedgesworn feature

As a bonus action, you call upon your contract forged with the Witch. Your  weapon becomes an arcane conduit, unleashing beams of force at your foes. You can choose to replace any attack you make with a ranged weapon attack with a range of 30/60 using your choice of Strength or Dexterity for determining both attack and damage of this attack. On a hit, it deals your weapon damage in force damage. Once active, it remains active until you are incapacitated, finish a short or long rest, or choose to end this feature as a bonus action. 

The Witch’s Ire

3rd-Level Hedgesworn feature

You can unleash a beam that pierces all creatures in its path. 

As an action, you loose a 5-foot wide, 60-ft long beam of force from your weapon at a creature within 60 feet. Creatures caught in this beam must succeed on a Dexterity saving throw, or take 2d10 + your fighter level in force damage, suffering half as much on a successful saving throw. 

Once you have used this feature you cannot do so again until you complete a short or long rest. You gain an additional use of this feature at 6th and 11th level. 

Additionally, you can sacrifice one hit die when you take this action to make one melee weapon attack against a creature within 5-feet as part of taking this action. 

Mantle of the Hedgesworn

3rd-Level Hedgesworn feature

Whenever you use your second wind feature you may spend one hit die and roll it as part of using this feature and recover an additional amount of hit points equal to the result, any hit points restoration that does not restore hit points instead grants you temporary hit points equal to the result and gain resistance to force and cold damage until the end of your next turn.

You can spend an additional hit die this way at 5th, 11th, and 17th levels.

Mist Shell

7th-Level Hedgesworn feature

As a reaction to an ally within 30 feet of you being attacked or making a saving throw, you can create a shell of mist centered on them, protecting allies within the area.

You create a 10ft radius sphere of mist centered on your ally. Friendly creatures within the sphere have resistance against magic damage and spell attacks made against them are made with disadvantage.

The shell lasts until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and recover all uses when you finish a long rest.

The Witch’s Scrutiny

10th-Level Hedgesworn feature

When taking the attack action you can choose for every attack you make as part of the attack action targets any number of creatures of your choice in a 15-foot cone in front of you. Any creature who is hit by an attack as part of this action must succeed on an Intelligence saving throw against DC 8 + your choice of strength or dexterity ability modifier + your proficiency bonus or have all attacks made against them before the end of your next turn made with Advantage. Once you have chosen the ability modifier for this feature once, you may not change it again for 30 days. 

Once you have used this feature you cannot do so again until you finish a short or long rest.

Mantle of the Hedge Guard

15th-Level Hedgesworn feature

You draw upon the power of your Hedge Guard mantle, and wreath yourself in Mist. You can cast Misty Step, and you can cast blur as a bonus action.

Once you have used this each spell from this feature once you may not do so again until you finish a short or long rest.

Mantle of the Hedge Knight

18th-Level Hedgesworn feature

You don the mantle of a hedge knight. Whenever you use your The Witch’s Ire or The Witch’s Scrutiny features, you cast cloudkill as if you had used a 5th-level spell slot. You use your choice of Strength or Dexterity ability modifiers to determine the DC of this spell. Once you have chosen an ability modifier you cannot change it for 30 days. This cloudkill dissipates at the end of your next turn and does not require concentration. 

“Longleat Hedge Maze” by Cyberslayer is licensed under CC BY-NC-SA 2.0

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