Base Class: Wizard
Those with enough wealth or connections can buy their way into the elite academies that teach magic, ensuring their place in society. Those without wealth make do on rumors and poorly copied pages of ancient tomes. These Hedge Mages tend to have expansive spellbooks, but their spells are not always reliable and can sometimes be quite volatile. Hedge Magic can be dangerous to both ally and enemy.
Hedge Mages lack classical training, innate magical abilities, or the blessings of a higher power. Hedge Mages trade spells, which are typically kept in a homemade, non-magical tome and often prove unreliable. This often results in a large spellbook with variable results that can result in supercharged spells or dismal failures. They are always on the hunt for new spells, even attempting to replicate the spells cast against them.
Volatile Casting
2nd-level Hedge Mage feature
You can imbue your spells with excess arcane energy. When you cast a spell of first level or higher, you can use your reaction to attempt to supercharge it. Roll 1d6: on a 5-6, you cast the spell as though it was one level higher, on a 3-4 you cast the spell as normal, and on a 1-2, you cast the spell as though it was one level lower. If the spell cannot be cast at a lower level, the spell fails. In all cases, the spell consumes a spell slot of the level that it was originally cast at.
Spell Replication
2nd-level Hedge Mage feature
You are able to replicate spells cast against you... sometimes. When a spell you haven't learned is cast against you, you can commit it to memory and attempt to transcribe it into your spellbook during a long rest. The number of spells you can commit to memory is equal to your proficiency bonus. The cost and time for copying a spell is as normal, but after you copy the spell, roll 1d20: on 11 or higher, the spell is successfully added to your spellbook. An ally with proficiency in the Intelligence (Arcana) skill can take the Help action to give you advantage on this roll. If you fail to transcribe the spell, you must see it again before attempting to transcribe it again. You have advantage on attempts to transcribe a spell that you have previously failed to transcribe.
Improvised Casting
6th-level Hedge Mage feature
You are able to cast your unprepared spells in a pinch. You can attempt to cast a spell you have learned, but have not yet prepared by making an Intelligence (Arcana) check with a difficulty of 10 plus the spell's level (cantrips are considered level 0 for the purpose of this ability). The spell slot does not consume a spell slot if you fail the Arcana check, but the casting time of the spell does elapse. Once you fail to cast a spell, you cannot attempt to cast that spell again in this way for an hour.
You can also attempt to cast a spell you have memorized through the Spell Replication feat by making an Intelligence (Arcana) check with a difficulty of 20 plus the spell's level (cantrips are considered level 0 for the purpose of this ability).
Arcane Explosion
10th-level Hedge Mage feature
Your arcane energy is particularly volatile. You can use an action to expend a spell slot to release your arcane energy in a potent shockwave of pure magical energy rather than casting a spell. All creatures within 20 feet of you must make a Dexterity saving throw against your spell save DC or be pushed 10 feet away from you, knocked prone, and take force damage based on the level of spell slot consumed. A creature that succeeds on the save takes half damage, but does not get pushed or knocked prone. You also take the damage as if you had resistance to force damage, but are not pushed or knocked prone.
| Spell Level | Force Damage |
|---|---|
|
1st |
4d6 |
|
2nd |
6d6 |
|
3rd |
8d6 |
|
4th |
9d6 |
|
5th |
9d8 |
|
6th |
10d8 |
|
7th |
10d10 |
|
8th |
11d10 |
|
9th |
11d12 |
Latent Casting
14th-level Hedge Mage feature
Your unorthodox methods of learning magic have given you insight into other forms of casting. You can harness the latent magical energy in the air and earth in an attempt to cast a spell without using a spell slot. When casting a spell, you may use your reaction to roll 1d10. If you roll higher than the spells level, you cast the spell without expending a spell slot, otherwise the spell fails and you take 1d6 force damage per level of the spell.
Comments