Wizard
Base Class: Wizard

Hedge mages devote themselves to the perfection of fundamental spellcraft. While other wizards pursue ever-greater arcane power, hedge mages recognize that simple magic, used endlessly and flawlessly, can rival any grand incantation. Their strength lies in discipline, efficiency, and an intimate understanding of the building blocks of magic.

Scholar of Fundamentals

You broaden your magical foundation beyond formal wizardry.

  • You learn two cantrips of your choice from any class’s spell list.
  • You learn one additional cantrip in this way at wizard levels 6, 10, and 14.

These cantrips:

  • Count as wizard cantrips for you.
  • Do not count against your number of cantrips known.

Big on the Basics

Your familiarity with simple magic makes it easier to wield, maintain, and refine.

Once per turn, when you cast a cantrip that deals damage, you may add your Intelligence modifier to one damage roll of that cantrip.

When you cast a concentration cantrip, you have advantage on the first Constitution saving throw you make to maintain concentration on it.

Additionally, you may end any number of your active cantrip effects at the start or end of your turn (no action required).

Practice Makes Perfect

Your mastery of fundamental magic allows you to reshape cantrips with techniques normally reserved for advanced spell craft.

When you cast a wizard cantrip, you may apply one of the effects listed below.

You can use this feature a number of times equal to twice your Intelligence modifier (minimum 2). You regain all expended uses when you finish a long rest.

At 14th level, when you cast a cantrip, you may apply two different effects to the same cantrip, expending two uses.

Measured Spell. When rolling damage for the cantrip, you may treat any damage die roll of a 1 or 2 as a 3.

Pressured Casting. Choose one creature affected by the cantrip. You can either:

  • Impose disadvantage on the first saving throw it makes against the cantrip.
  • Gain advantage on the cantrip’s attack roll.

Split Fundamentals. If the cantrip targets a single creature, you may target two creatures within 10 feet of each other, each creature takes half damage (rounded up) or suffers a reduced effect.

Lingering Effect. If the cantrip deals damage or imposes a condition, you may choose either:

  • One affected creature takes additional damage equal to your Intelligence modifier.
  • The cantrip’s condition lasts one additional round.

Subtle Fundamentals. The cantrip requires no verbal or somatic components.

Extended Fundamentals. If the cantrips has:

  • A range other than self, double its range.
  • A duration of at least one round, double its duration, to a maximum of 10 minutes.

Calculated Trajectory. If the cantrip requires an attack roll and misses, you may reroll the attack roll, and you must use the new roll.

Forceful Fundamentals. When a cantrip deals damage to a creature, you may push or pull that creature 5 feet away or toward you. If the cantrip already moves a creature, increase that movement by 5 feet.

Residual Charge. If the cantrip deals damage, choose one creature damaged by it. That creature takes additional damage equal to your proficiency bonus at the start of your next turn.

Practical Adaption. When you cast a cantrip, you may change its damage type to:

  • Acid
  • Cold
  • Fire
  • Lightning
  • Poison
  • Thunder

Swift Cantrips

You can interweave minor magic into your spellcasting with practiced efficiency.

When you cast a wizard cantrip that deals no damage and normally has a casting time of 1 action, you may instead cast it as a bonus action.

If you do so:

  • You may still cast a leveled spell with a casting time of 1 action on the same turn.
  • The cantrip cannot deal damage.
  • The cantrip cannot benefit from Practice Made Perfect.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Master of Fundamentals

Your mastery of basic spellcraft allows you to treat simple magic as an extension of your will.

After each long rest, choose two 1st-level wizard spells in your spellbook.

  • You may cast those spells a number of times equal to your Intelligence modifier (minimum 1) without expending a spell slot.
  • When cast this way, the spells counts as cantrips for the purposes of your Hedge Magic features.

You may change the chosen spell whenever you finish a long rest.

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