Base Class: Wizard
Hedge Wizards are practitioners of magic who have learned their craft through informal means, relying on intuition, nature, and practical knowledge rather than formal education. These self-taught spellcasters are often found in rural or secluded areas, using their abilities to help their communities with everyday needs. Hedge Wizards might be seen as eccentric or mysterious, but they possess a unique connection to the natural world and a deep well of practical magic.
Nature Magic Savant
At Level 3, Choose two Druid cantrips and add them to your spells known. You always have these cantrips prepared and they do not count against your limit of cantrips prepared.
At Level 3, Choose two Druid spells, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, at Level 3, whenever you gain access to a new level of spell slots in this class, you can add one Druid spell to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Wild Companion
At Level 3, You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.
When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.
Natural Herbalist
At Level 3, you gain proficiency with Intelligence (Nature) checks and with Herbalism Kits. If you already have proficiency in either, select a different skill or tool.
Level 6: Wildshape
At Level 6, the power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Wizard level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain additional uses at certain Wizard levels. You gain a third use at 10th level, and a fourth use at 14th level.
Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
When you reach certain Wizard levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
| Wizard Level | Known Forms | Max CR | Fly Speed |
|---|---|---|---|
| 6 | 2 | 1/4 | No |
| 8 | 4 | 1/2 | Yes |
| 10 | 6 | 1 | Yes |
Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Wizard level.
Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.
No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. 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 the form. Equipment that merges with the form has no effect while you’re in that form.
Tree Step
At Level 10, you can spend a Magic Action to step inside a tree and travel through the network of roots and fungi to any other tree you are familiar with within 1 mile. You must have at least seen the tree from within 30 feet or been underneath it.
Master Herbalist
At level 14, you gain expertise in Intelligence (Nature) checks and with Herbalism Kits. Additionally, you can craft five potions of healing spending the same amount of time and materials as a less skilled person crafting one potion. Finally, you can make a potion of any spell you know which creates an effect on a target. For example, you can brew a potion of Haste or Barkskin. You must have the spell prepared and expend the slot, as well as spend the 8 hours of brewing time and the full potion price of 25 gold pieces.
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