Wizard
Base Class: Wizard

While almost all wizards study in formal school, under the tutelage of a wise master, some wizards reject traditional arcane schooling and strike out into the world to learn by doing. These rare few who hone their craft out in the wilds are referred to as hedge wizards. Through their methods are frowned upon by formal wizarding schools, any archmage worthy of his/her station will reluctantly recognize that hedge wizards are the true masters of low magics

Regardless of their background, all Hedge wizards reject the traditional methods of wizardry. When creating your hedge wizard consider how your spellcasting and spell book differ from normal wizards who attended formal schools.

 

Cantrip Savant

Your unorthodox relationship with Arcane magic allows you to learn fundamental magic not traditionally associated with wizards. When you adopt this Arcane Tradition at 2nd Level, you learn one cantrip of your choice from the spell list of any class. It will count as a wizard spell for you, but does not count to your total number of cantrips known. You learn an additional cantrip of your choice from any spell list when you reach 6th, 10th, and 14th level. 

Self-Taught

Your passing familiarity with all schools magic and your unique spellbook shorthand allow you to copy spells into your spellbook at a discount. Starting at 2nd level, the time required to copy any spell into your spellbook is halved and the cost of the materials is reduced by 50 GP.

On the fly

When skill with basic magic is second to none, and you have gained the ability to spontaneously cast spells that you haven't prepared, Starting at 6th level, as an action you can cast any spell from your spellbook of 2nd level or lower spells, even if you don't have the spells prepared, expending a spell slot as normal. The spell must have a casting time of 1 action.

You may use this ability a number of times equal to the number of your intelligence modifier (minimum of once), you regain all expended uses after a long rest.

You can use this ability to cast higher level spells when you reach certain levels 3rd level at level 10 and 4th level at level 14 and 5th level at level 18.

 

Hardy Magic

Learning your Magic out in the wild, instead of the controlled environment of a formal school, has made your hardier than most wizards. Starting at 10th Level, when you are forced to make a Constitution saving throw to maintain concentration on a spell you can use your reaction to add your Intelligence modifier (minimum 1) to the result of the roll.  

Arcane Converstation

Your deep understating of fundamentals of low-level  magic allows you to recycle arcane energy from failed spells. Upon reaching 14 level, when you cast a spell of 4th level or lower and the spell misses the target or fails, you regain one of your expended spell slots. The spell slot you regain must be of lower than the spell slot used to to cast the initial spell. This ability applies to all spells of 4th level or lower, even if they are casted with a higher spell slot. 

Starting when you reach 18th level in this class, this ability affects any spells of 5th level or lower. 

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