Base Class: Wizard
Wizards that decide to not choose a specific type of sorcery become members of the School of Hedge Magic, a school that often learns by random studying and testing.
Wild Savant
Beginning when you select this school at 2nd level, you may roll 1d20 when copying a spell in your spellbook, on a 1, the price to copy the spell is doubled, on a 2-19, the cost is normal, on a 20, there is no gold cost, and the time required is halved.
Hedge Form
Beginning at 2nd level, you've learned that the best way to learn is to hide in plain sight. As an action, you can transform yourself into any creature that is described in find familiar. In this form, you retain your hit point maximum, Intelligence, Wisdom, and Charisma scores, and can still perform spells that require verbal and somatic components. You cannot cast any spells that require a material with a gold cost. Any equipment you wear is melded into your transformation, and you can retain this form for up to an hour. You lose any racial traits while in this form, but gain the traits the creature has (for example; a swimming speed).
You can use this feature an amount of times equal to your Intelligence modifier, and you cannot use this feature again until you take a long rest.
Strange Sources
Starting at 6th level, you've learned that you don't always need to prep your magical abilities. You can choose to cast a spell that you know about without having the spell properly prepared. Roll 1d20, on a 10 or lower, the spell expends two spell slots of the level it was cast. On a natural 20, it expends no spell slot to cast.
Stealing Spells
Beginning at 10th level, you learn to take magical energies that opposing spell-casters have and redirect it for your benefit. As a reaction to a spell targeting someone within 30 feet of you (including yourself), you can redirect the magic. Make a save against the spell's DC, on a success, you can change the spells target to another creature within 30 feet of you (including the original caster), on a failure, you suffer the original effects of the spell.
Twisting Magic
Starting at 14th level, your studies have brought a dangerous idea of minimizing use to bring maximum damage. When you cast a spell of 6th level or lower, you can choose to cast the spell as if it were one level lower than it normally was. You can use this feature three times, after which you must take a long rest before using this feature again.
Previous Versions
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8/13/2020 1:28:02 AM
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Coming Soon
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