Wizard
Base Class: Wizard

As a Hedge wizard you have studied among the unschooled mages of the wilderness and experimented with your own magic. Unconstrained by the taboos and preconceived notions of the limits of magic that more "civilized" wizards have, you have achieved some novel results. Hedge mages have been known to shape change into beasts, summon hellish or celestial creatures, and even invite elemental spirits to possess their own bodies. 

Ritual Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the ritual tag into your spellbook is halved.

Critter Shape

Beginning when you select this school at 2nd level, you can use your action to magically assume the shape of a beast of challenge rating 0 that you have seen before. You can use this feature a number of times equal to your intelligence modifier. You regain expended uses when you finish a long rest.

  • Your Wizard level determines what type of beast you can turn into. At 1st level your beast must not have a swimming or flying speed. At 4th level your beast must not have a flying speed. At 8th level you are not restricted by movement type. 
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
  • You may remain in this form a number of hours equal to half of your wizard level, and you must concentrate as if on a spell. If you take damage in this form you must make a concentration saving throw or revert to your original form. 
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision,  unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Greater Familiar

Starting at 6th level, you may have used forgotten or forbidden rituals to bind a planar being  to your will, or living in the wilds may have endeared you to more esoteric beasts. You learn the Find Familiar if you do not already know it, and when you cast it you can summon one of the following familiars: Blink Dog, Flumph, Mud Mephit, Smoke Mephit, Magma Mephit, Ice Mephit, or any beast of CR 1/4 or lower. 

Additionally, you may use your action to direct your familiar to attack or use one of its actions with its reaction.

If the bound creature has the multi-attack or innate spellcasting features, it loses those actions when you bind it to your will. 

Unconventional Methods

At 10th level you may learn one spell of 1st, 2nd, and 3rd level from any class list. These spells need not be from the same class, and they count as wizard spells for you.

Elemental Possession

Your study of elementals and the elemental planes has given you insight that most wizards do not have. Beginning at 14th level you may choose one of the following features at the end of a long rest. This feature remains available to you until you finish a long rest, when you may choose again. 

Air Spirit

 

 You gain a flying speed equal to your movement, and do not need to breathe. 

 

Cold Spirit

 

You may add your intelligence modifier to the spell damage of any cold spell you cast. You may use a bonus action to freeze 1 cubic foot of any liquid by touching it.  Once per long rest when you deal cold damage to a creature you may force it to make a CON saving throw or be petrified until the end of your next turn. 

 

Earth Spirit

 

You can cause nearby rocks and stone to cover your body like armor, causing your AC to become 10+proficiency bonus+dexterity modifier, but your movement is reduced by 10ft. This effect lasts until you dismiss it with an action, it is dispelled, or you choose a new option at the end of a long rest. 

Fire Spirit

 

You may add your intelligence modifier to the spell damage of any fire spell you cast. Once per long rest you may cause the air within 15 feet of you to ignite violently. Creatures other than yourself within the range of this effect must make a dexterity saving throw or take 8d8 fire damage and have nonmagical, flammable objects they are wearing or holding catch on fire. They may spend their action putting out the fire or take 1d6 fire damage each turn they remain on fire. If they succeed their saving throw, they take half damage and do not catch on fire.

 

Air Spirit

 You gain a flying speed equal to your movement, and do not need to breathe. 

Cold Spirit

You may add your intelligence modifier to the spell damage of any cold spell you cast. You may use a bonus action to freeze 1 cubic foot of any liquid by touching it.  Once per long rest when you deal cold damage to a creature you may force it to make a CON saving throw or be petrified until the end of your next turn. 

Earth Spirit

You can cause nearby rocks and stone to cover your body like armor, causing your AC to become 10+proficiency bonus+dexterity modifier, but your movement is reduced by 10ft. This effect lasts until you dismiss it with an action, it is dispelled, or you choose a new option at the end of a long rest. 

Fire Spirit

You may add your intelligence modifier to the spell damage of any fire spell you cast. Once per long rest you may cause the air within 15 feet of you to ignite violently. Creatures other than yourself within the range of this effect must make a dexterity saving throw or take 8d8 fire damage and have nonmagical, flammable objects they are wearing or holding catch on fire. They may spend their action putting out the fire or take 1d6 fire damage each turn they remain on fire. If they succeed their saving throw, they take half damage and do not catch on fire. 

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