Wizard
Base Class: Wizard

Hedge wizards are those that learned their magic via unconventional means. This may have been knowledge passed down the family line through generations, it may have been taught through communion with the spirits of your ancestors, from arcane glyphs you deciphered in a ruin, or it may have been taught to you by an old hermit in the woods. No matter the route to knowledge, you certainly stand out amongst your wizard peers. 

Reliquary

2nd-level Hedge Magic feature

You have a reliquary you use to channel your power, acting as an arcane focus/component pouch. Your reliquary may look like however you wish, such as a cracked geode held together by strands of magic, a reused silver censor from a passing cleric, or a sphere of woven sticks that brightens with magical lights when spells are cast. If your reliquary is destroyed it takes at least an hour to make a new one, and you lose access to the benefits it bestows. 

While you have your reliquary on your person you have advantage on insight checks, and may choose a 1st level spell to cast from your reliquary without expending a spell slot once per day, ignoring gold requirements for materials. If you lose your spell book or it is destroyed, you still have access to the spell in your reliquary. You may change the spell inside your reliquary as part of a long rest.

Your spell book is written in shorthand, often using arcane runes instead of words to ink out your spells and research. Those who attempt to read your spellbook must pass an Intelligence check equal to your spell DC to decipher it. When you choose this subclass the gold and time you must spend to copy spells of 3rd level or lower is halved.

Reliquary Spell: Absorb Elements

Your 1st level reliquary spell, absorb elements.

Reliquary Spell: Burning Hands

Your 1st level reliquary spell, burning hands.

Reliquary Spell: Catapult

Your 1st level reliquary spell, catapult.

Reliquary Spell: Charm Person

Your 1st level reliquary spell, charm person.

Reliquary Spell: Color Spray

Your 1st level reliquary spell, color spray.

Reliquary Spell: Disguise Self

Your 1st level reliquary spell, disguise self.

Reliquary Spell: Earth Tremor

Your 1st level reliquary spell, earth tremor.

Reliquary Spell: Expeditious Retreat

Your 1st level reliquary spell, expeditious retreat.

Reliquary Spell: False Life

Your 1st level reliquary spell, false life.

Reliquary Spell: Feather Fall

Your 1st level reliquary spell, feather fall.

Reliquary Spell: Fog Cloud

Your 1st level reliquary spell, fog cloud.

Reliquary Spell: Grease

Your 1st level reliquary spell, grease.

Reliquary Spell: Hideous Laughter

Your 1st level reliquary spell, hideous laughter.

Reliquary Spell: Ice Knife

Your 1st level reliquary spell, ice knife.

Reliquary Spell: Jump

Your 1st level reliquary spell, jump.

Reliquary Spell: Longstrider

Your 1st level reliquary spell, longstrider.

Reliquary Spell: Mage Armor

Your 1st level reliquary spell, mage armor.

Reliquary Spell: Magic Missile

Your 1st level reliquary spell, magic missile.

Reliquary Spell: Protection from Evil and Good

Your 1st level reliquary spell, protection from evil and good.

Reliquary Spell: Shield

Your 1st level reliquary spell, shield.

Reliquary Spell: Silent Image

Your 1st level reliquary spell, silent image.

Reliquary Spell: Sleep

Your 1st level reliquary spell, sleep.

Reliquary Spell: Thunderwave

Your 1st level reliquary spell, thunderwave.

Invoke Reliquary

6th-level Hedge Magic feature

Through further study you've grown to understand the reliquary and the complexity of its nature. You can now invoke the reliquary for 1 minute as a bonus action on your turn. While invoked your spell save DC increases by 1, and the spell tied to your reliquary lends various effects. 

Abjuration. Adds your intelligence modifier to your AC.

Conjuration. You add 10 feet to your movement speed and extend your spell range to a number of feet equal to your intelligence modifier x 10. 

Enchantment. You have advantage on saving throws against being charmed or frightened. 

Evocation. You add 1d8 + your intelligence modifier to the damage of your weapon and spell attacks.This damage is the same as the spell stored within your reliquary.

Illusion. The first spell or attack enemies have against you on their turn is at disadvantage.

Necromancy. You heal equal to 1d8 + your intelligence modifier when doing damage to a living target (no constructs or undead).

Transmutation. You may change the damage type of spells you cast to a different damage type. 

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

Abjuration

The spell within your reliquary is an Abjuration spell.

Conjuration

The spell within your reliquary is an Conjuration spell.

Enchantment

The spell within your reliquary is an Enchantment spell.

Evocation

The spell within your reliquary is an Evocation spell.

Illusion

The spell within your reliquary is an Illusion spell.

Necromancy

The spell within your reliquary is an Necromancy spell.

Transmutation

The spell within your reliquary is a Transmutation spell.

Reliquary Siphon

10th-level Hedge Magic feature

Your research and experimentation with the reliquary has led to another discovery.

Reliquary Siphon. As a reaction, you can hold out the reliquary when being targeted by a spell, reducing the damage by your wizard level, the saving throw by your intelligence modifier, and regaining your reliquary spell. Once you use this feature, you can’t use it again until you finish a short or long rest.

Additionally, when invoking your reliquary you now have advantage on concentration checks for your concentration spells.

Soul Storage

14th-level Hedge Magic feature

Upon further study you discover the height of the Reliquaries power. During an hour ceremony you store part of your soul inside of the reliquary. You may choose an amount of hit dice during this ceremony to store, taking from your short rest pool. When you reach 0 hit points while your reliquary is on your person you can use your reaction to recover any amount of hit dice stored within it.

If you die you can choose to store your soul inside your reliquary. This extends the time frame for resurrections, Revivify: 10 minutes, Raise Dead: 20 days. People who are holding your reliquary may speak with you and you can interact with others as if you are using the spell magic jar.  

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