Been missing-in-action the past couple weeks, so I’m giving you a two’fer. Enjoy!
SCHOOL OF HEDGE MAGIC
Most wizards scoff at the folk remedies, smelly tinctures, and the miracle cures peddled by scummy charlatans. Your study of the natural world, however, have revealed to you deeper insights and restorative magics that your peers could never possess. Unlike the priestly healing, which often comes with a sermon, most common folk understand and appreciate your magic because it is based on the wisdom they are already familiar with.
Poultices
Beginning when you select this school at 2nd level, you can create magical poultices that have a variety of special properties. You must spend at least 1 hour gathering herbs and preparing the ingredients to create a number of such poultices equal to your Intelligence modifier (minimum 1). You can carry a number of poultices at one time equal to your Intelligence modifier (minimum 1). The poultices take 1 minute to apply and cannot be applied by anyone else but you, and some even require a portion of your magic to activate. After 24 hours, any poultices that you have made and not used lose their potency. You can produce the following poultices:
Healing Poultice
When you apply this poultice to a creature, that creature regains 1d6 hit points per level spell slot you spend.
Medicinal Poultice
When you apply this poultice to a creature, it ends either one disease or the poisoned condition.
Student of Nature
At 2nd level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
Restorative Poultice
Beginning at 6th level, when applying a poultice to a creature, it removes the paralyzed, deafened, blinded, or charmed condition.
Nature’s Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Miraculous Poultice
Beginning at 14th level, when applying a poultice to a creature, it removes any reduction to one of the target’s ability scores or one effect reducing the target’s hit point maximum. Also, you can spend 5 spells slots to return a creature to life with 1 hit point that has died in the past 3 minutes.
COLLEGE OF BEAST TAMING
This is a re-write of my previous post, as I think this better captures the ‘circus performer’ theme I was going for.
Improved Animal Friendship
When you join the College of Beast Taming at 3rd level, you learn the animal friendship spell. If you already know this spell, you lean a different bard spell of your choice. This spell doesn’t count against your number of spells known.
When you cast animal friendship, the beast is charmed when it fails its saving throw and you double your proficiency bonus on Wisdom (Animal Handling) checks against the beast.
Performing Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to defend you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your bard level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Dash, Disengage, Dodge, or Help action. If your beast companion is uses the Help action to help you on a Charisma (Performance) check, you can also spend Bardic Inspiration. When you choose the Attack action, either you or your beast companion can make the attack.
If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.
Channel Spell
Beginning at 6th level, when you cast a spell with a range of touch, your beast companion can deliver the spell as if it had cast the spell.
Shared Spells
Beginning at 14th level, when you cast a spell targeting yourself, you can also affect your familiar with the spell if the familiar is within 30 feet of you.
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