Wizard
Base Class: Wizard

Practitioners of hedge magic curiously (and ironically) devote themselves to an especial understanding, study and perfection of the lowest forms of magic in stark contrast to the lofty aspirations of most of their peers. Recognizing and emphasizing the importance of fundamentals, and the flexibility afforded to those well versed in cantrips of mere but inexhaustible power, hedge wizards seek to maximize the utility and strength of basic spells other scholars of the arts would normally dismiss or disregard, employing cantrips to great
effect, either in mundane life or in the midst of adventure.

Scholar of Fundamentals

Beginning when you select this school at 2nd level, you have devoted yourself to the diligent study of fundamental magics. You learn three cantrips of your choice from any class's spell list (each can come from different lists). Each time you would learn a new wizard spell from gaining a level in this class, you can instead learn three cantrips in this way. Cantrips learned in this way count as wizard cantrips for you.

Big on the Basics

At 2nd level, your heightened study of cantrip magic is shown by the ease with which it is maintained and dismissed. You can simultaneously concentrate on a cantrip and one other spell. Further, you can dismiss any number of your cantrips or cantrip effects as a bonus action.

Practice Made Perfect

At 6th level, well-practised cantrips benefit from your considerable expertise, honed to the verge of perfection.
Whenever you cast a cantrip, you can choose one of the following benefits to apply to it:

  • If the cantrip has a range other than self, you can double its range. If its range is touch, it becomes 10 feet.
  • If the cantrip has a duration of at least 1 minute, you can choose to either double its duration to a maximum duration of 24 hours, or increase its duration to 1 hour.
  • The cantrip's targets have disadvantage on saving throws made against it, and you have advantage on the first attack roll made with it until the start of your next turn.
  • If the cantrip's effects would end when you cast it again, they instead end when you cast it again while you already have two or more instances of that cantrip active.
  • The cantrip doesn't need any verbal, somatic or material components.

Swift Cantrip

At 10th level, casting basic magic becomes second nature to you, no more trying than a terse word or wave of a hand. When you cast a cantrip that has a casting time of 1 action, you can cast it with 1 bonus action instead. If you do, you can still cast non-cantrip spells with your action during the current turn. Any spell cast in this way, or attack made while casting that spell or as part of that spell's effects, deals half damage and can't grant you resistance to damage.

Master of Fundamental

At 14th level, your perfected mastery over the fundamentals of wizardry extends even to 'proper' magic. You can cast any 1st level wizard spell you have prepared at its lowest level without expending spell slots. If you do, that spell counts as a cantrip for the purpose of this subclass's features. Each such spell can only be cast in this way once between rests. Further, when casting a cantrip, you can now choose up to two of Practice Made Perfect's effects to apply to it instead of one.