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Hedge • Moon

Subclasses Designed by Jester

Designed for class

Homebrew class
Witch

Subclass details

Hedge

Spell trait: Knowledge
Foundation
Tier 1
Herbal Remedies: When you or an ally clear one or more Hit Points or Stress as the result of using a consumable, increase the number cleared by one.

Tethered Talisman: Once per rest, you can imbue a small item with your protective essence. When the person holding the talisman takes damage, you can expend its magic to reduce the number of Hit Points they mark by one. You can't create a new talisman until the old one has been used. 

Specialization
Tier 2
Walk Between Worlds: Make a Spellcast Roll (13) to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. You return to the mortal realm when the last token is removed.

Enhanced Hex: Attacks you make against Hexed creatures gain a damage bonus equal to your proficiency.

Mastery
Tier 3
Circle of Power: Once per rest, mark a circle on the ground around you up to Very Close range and place a number of tokens equal to your Spellcast trait on this card. Each time you or any ally within the circle makes an action roll or is hit with an attack, remove a token. This spell lasts until the last token is removed or you step out of the circle. While within this circle, you and any allies: -Gain a +4 bonus to your damage thresholds. -Gain a +2 bonus to your attack rolls. -Gain a +1 bonus to your Evasion.

Moon

Spell trait: Presence
Foundation
Tier 1
Night's Glamour: Mark a Stress to Glamour yourself in a magical facade that lasts until you mark a Hit Point, make an attack, or take a rest. While Glamoured, you can: -Disguise yourself to look like any creature of your approximate size that you've seen. -Enhance your own appearance. You gain advantage on Presence Rolls that leverage this change.
Specialization
Tier 2
Moonbeam: Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and any allies gain a +1 bonus to Spellcast Rolls and advantage on rolls to see through illusions.

Ire of Pale Light: When a Hexed creature within Far range fails an attack roll, they must mark a Stress.

Mastery
Tier 3
Lunar Phases: Your spirit ebbs and flows like the phases of the moon. At the beginning of each session, roll a d4 and gain the matching effect until the end of the session: -1: New - You can always spend a Hope to reduce Minor damage to None. -2: Waxing - Gain a +2 bonus to your damage rolls. -3: Full - Gain a +2 bonus to your damage thresholds. -4: Waning - Gain a +1 bonus to your Evasion.

Printable cards

Foundation / Specialization / Mastery
Witch

Hedge

Foundation

SPELLCAST TRAIT: Knowledge

Herbal Remedies: When you or an ally clear one or more Hit Points or Stress as the result of using a consumable, increase the number cleared by one.

Tethered Talisman: Once per rest, you can imbue a small item with your protective essence. When the person holding the talisman takes damage, you can expend its magic to reduce the number of Hit Points they mark by one. You can't create a new talisman until the old one has been used. 

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Witch

Hedge

Specialization

Walk Between Worlds: Make a Spellcast Roll (13) to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. You return to the mortal realm when the last token is removed.

Enhanced Hex: Attacks you make against Hexed creatures gain a damage bonus equal to your proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Witch

Hedge

Mastery

Circle of Power: Once per rest, mark a circle on the ground around you up to Very Close range and place a number of tokens equal to your Spellcast trait on this card. Each time you or any ally within the circle makes an action roll or is hit with an attack, remove a token. This spell lasts until the last token is removed or you step out of the circle. While within this circle, you and any allies: -Gain a +4 bonus to your damage thresholds. -Gain a +2 bonus to your attack rolls. -Gain a +1 bonus to your Evasion.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Witch

Moon

Foundation

SPELLCAST TRAIT: Presence

Night's Glamour: Mark a Stress to Glamour yourself in a magical facade that lasts until you mark a Hit Point, make an attack, or take a rest. While Glamoured, you can: -Disguise yourself to look like any creature of your approximate size that you've seen. -Enhance your own appearance. You gain advantage on Presence Rolls that leverage this change.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Witch

Moon

Specialization

Moonbeam: Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and any allies gain a +1 bonus to Spellcast Rolls and advantage on rolls to see through illusions.

Ire of Pale Light: When a Hexed creature within Far range fails an attack roll, they must mark a Stress.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Witch

Moon

Mastery

Lunar Phases: Your spirit ebbs and flows like the phases of the moon. At the beginning of each session, roll a d4 and gain the matching effect until the end of the session: -1: New - You can always spend a Hope to reduce Minor damage to None. -2: Waxing - Gain a +2 bonus to your damage rolls. -3: Full - Gain a +2 bonus to your damage thresholds. -4: Waning - Gain a +1 bonus to your Evasion.
Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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