Base Class: Fighter
Hedge Knights are wandering warriors who draw strength from the old roads, deep forests, and quiet places between kingdoms. Unlike knights sworn to courts or noble houses, a Hedge Knight belongs to no castle. They sleep beneath the stars, live from the land, and answer only to their own code.
The reason a Hedge Knight takes up the call is as unique as each warrior. Some are called to the road after their lord falls in battle. Others simply find peace in traveling the roads. Whatever their reason, Hedge Knights are excellent companions, harnessing druidic teachings to aid their friends and vanquish their foes.
Druidic Teachings
Starting at 3rd level, you learn the Druidic language. You also learn the Shillelagh cantrip, and one other cantrip of your choice from the Druid Spell List. Wisdom is your spellcasting ability for spells and features granted by this subclass. Any spell gained by this subclass can be cast with spell slots you have in addition to the free casting.
In addition, have the spells Goodberry and Find Familiar always prepared. You can cast each without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. At Fighter level 5, you also have Find Steed prepared and can cast it in this way.
When you cast Shillelagh, you can target any simple or martial melee weapon with which you are proficient, rather than only a Club or Quarterstaff. The weapon retains its other properties. When you hit with the weapon, you can use either the weapon’s normal damage dice or the damage die granted by Shillelagh.
You can use a weapon affected by your Shillelagh spell as a spellcasting focus for your Hedge Knight spells.
Nature Expert
Starting at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. In addition your Proficiency Bonus is doubled for any ability check you make using the chosen skill.
Animal Handling
You gain Expertise in Animal handling
Nature
You gain Expertise in Nature.
Survival
You gain Expertise in Survival
Advanced Druidic Teachings
Starting at 7th level, your connection with nature has taught you how to blend in when you camp. You always have Leomund’s Tiny Hut and Create Food and Water prepared. You can cast them once each without expending a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. When you cast Leomunds Tiny Hut, you can choose to have it made out of the surrounding foliage and rocks. When you do, creatures have disadvatange on Perception checks to see it.
When you cast Shillelagh, the weapon gains a +1 bonus to attack and damage rolls for the spell’s duration, unless the weapon already has a magical bonus to attack or damage rolls. This bonus increases to +2 at Fighter level 13 and +3 at Fighter level 17.
Druidic Master
Starting at 10th level, your connection with nature has peaked making both travel and scouting easier. You always have the spells Commune with Nature, Tree Stride, and Transport via Plants prepared. You can cast them each without a spell slot. Once you cast either spell in this way, you can’t cast that spell in this way again until you finish a Long Rest.
At Fighter level 15, you always have the spell _Control Weather_ prepared and can cast it in this way.
Road Hardened Warrior
Also at 10th level, your body has adapted to the hardships of the wild road. Forgoing food and drink doesn’t give you levels of Exhaustion, and you have Advantage on saving throws to avoid or end the Poisoned condition and disease. You also have resistance to poison damage.
In addition, when you use your Second Wind, you can end one of the following conditions on yourself: Poisoned, Frightened, or Charmed. If your steed from Find Steed is within 60 feet of you, it also gains the hit points restored by your Second Wind.
When you cast Find Steed using your Druidic Teachings ability, you can cast it at 4th level instead.
Warrior Instinct
Starting at 15th level, your time on the road has taught you how to judge the dangers posed by beasts, monsters, and other foes. As a Bonus Action, choose one creature you can see within 60 feet of yourself. You learn whether that creature has any damage Immunities, Resistances, or Vulnerabilities, and if it does, you learn what they are. You also learn the creature’s type and whether it has more than half its Hit Points remaining. This feature doesn’t reveal traits hidden by magic or a feature that conceals the creature’s true nature.
You can use this feature a number of times equal to your Wisdom modifier, minimum of once, and you regain all expended uses when you finish a Long Rest.
Hearth Beneath the Stars
Starting at 18th level, your mastery of the wild road allows you to shelter your companions wherever you make camp. When you finish a Long Rest, choose a number of willing creatures up to your Wisdom modifier, minimum of one creature. Each chosen creature gains the following benefits:
* The creature gains Temporary Hit Points equal to your Fighter level plus your Wisdom modifier.
* The creature reduces its Exhaustion level by 1.
* The creature has Advantage on the first saving throw it makes before the end of its next Long Rest.
In addition, while you and your companions are taking a Short or Long Rest, Beasts and Plant creatures have Disadvantage on attack rolls against creatures resting under your care, unless those creatures attack them first or the Beasts or Plants are magically compelled.
Comments