Wizard
Base Class: Wizard

Unlike most wizards, you aren’t formally trained in one particular school of magic or tradition. Hedge mages are typically self taught or brought up learning folk practices; having learned through books, strange sources, and trial and error. Hedge magic is a piecemealing of various traditions and philosophies. Each hedge mage is assembling a collection of  diverse arcane knowledge, sifting through what seems worthless in search of better and bigger magic. 

Because of this, these wizards tend to dabble in almost every school of magic, never having had someone to steer them towards a solid foundationHedge mages are outsiders, often looked down upon by classically trained arcanists. Though your magic is no less powerful than those who are formally taught, it has a tendency to invoke unintended consequences. 

Hedge mages are more likely to seek out knowledge through unconventional means and teachers, often becoming adventurers in the process.

Eclectic Learner

Beginning at the 2nd level you can choose from any one school of magic as an area of interest. The gold and time you must spend to copy spells of your chosen school into your spellbook is halved.

Wild Magic Surge

Starting at the second level, due to your solitary study and lack of academic training, your spells tend to unintentionally tap into raw magic. Once per turn the DM can have you roll a d20 immediately after casting a spell of 1st level or higher. If you roll a 1, roll on the Magic Surge table to create a magical effect. If the effect is a spell, you do not need to maintain concentration to keep the magic active for the spell’s duration.

D100

EFFECT

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

You teleport up to 30 feet to an unoccupied space you can see.

05–06

A spectral fey creature (your choice of a pixie or sprite) appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the fey creature explodes and each creature within 5 feet of it must succeed a Dexterity saving throw or take 1d6 force damage.upied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast dancing lights

09–10

You cast Tasha’s caustic brew at 3rd level

11–12

Flowers bloom across your body and remain for 1d4 days

13–14

You cast confusion centered on yourself.

15–16

For 1 minute spell targets have disadvantage on saving throws

17–18

Your skin develops an iridescent sheen until you take a long rest

19–20

Until the start of your next turn you are surrounded by rainbow, protective lights; you gain +1 to your AC and while your allies are within 10 feet of you, they gain the same bonus

21–22

You teleport up to 60 feet to an unoccupied space of your choice you can see

23–24

You cast grease centered on yourself

25–26

You cast hold person on yourself

27–28

You regain 1d10 hit points

29–30

Your spell ricochets off your intended target and hits another creature within 30 feet

31–32

You cast levitate on yourself

33–34

You can’t speak for the next minute. Any spell with a verbal component is rendered useless. When you do try to speak, the sound of whistling winds comes out.

35–36

You are immune to being intoxicated by alcohol for the next 5d6 days

37–38

You regain your lowest level expended spell slot

39–40

Allies have advantage on saving throws against the next spell attack in the next minute

41–42

You cast fog cloud centered on yourself

43–44

Your next attack spell also knocks the target prone until the end of their next turn

45–46

You are frightened by the nearest creature until the end of your next turn

47–48

You cast polymorph centered on yourself. If you fail the save you turn into a wizard familiar (bat, cat, crab, frog, hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel) for the duration of the spell or until you drop to 0 hp in your polymorphed form

49–50

Your hair changes color for the next 1d4 days

51–52

Up to 3 creatures you choose within 30 feet take 4d6 psychic damage

53–54

A random creature within 60 feet becomes poisoned for 1d4 hours

55–56

Everything within 30 feet is pulled 10 feet closer to the caster

57–58

You gain resistance to all damage for the next minute

59–60

If the spell kills the target, the target disintegrates

61–62

You cast blur on yourself

63–64

loud, overlapping voices echo in your head. You have disadvantage on concentration checks to maintain your spells until the end of your next turn

65–66

You glow with bright light in a 30 foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn

67–68

For the next hour illusory snow trails you with every step

69–70

You can only speak in one of the following languages for the next 1d4 hours; Sylvan, Celestial, or Draconic

71–72

You are surrounded by faint ethereal music for the next minute

73–74

For the next minute the range of all your spells is doubled

75–76

All creatures with 15 feet of you must make a DC 15 saving throw or be pushed 15 feet away

77–78

You cast witch bolt at first level

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

You and all creatures within 30 feet of you become vulnerable to piercing damage for the next minute

85–86

You have advantage on your next attack roll

87–88

You cast blink on yourself

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

An antimagic field surrounds you for the next minute

95–96

Y A pair of fairy wings sprout from your shoulders. You are under the effects of feather fall until the wings disappear after 1d6 days

97–98

You cast detect thoughts on one any creature within 30 feet of you. The spell lasts for 1 hour and you do not need to maintain concentration. Each time you focus on the spell however, you take 1d4 psychic damage

99–00

You regain one of your highest level spell slot

 

 

Versatile Caster

Beginning at the 6th level you can choose an expertise in an arcane school that best suits your ambitions. All of these areas of study allow you to create a hag stone that you can imbue with power for storing magic reserves for use at higher levels. This process takes 8 hours, though only hedge mages who follow the path of transmutation can reap the benefits of the hag stone at level 6. Hedge mages can choose a focus from the following schools of magic; Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. 

 

Augury Adept (divination)

Starting at the 6th level, casting divination spells comes so naturally to you. When you cast 5th level and lower spells it only expends a portion of your casting capabilities. If the spell slot is 2nd level or higher you may regain one extended spell slot. The regained slot must be a lower level spell and can’t exceed 5th levels.

Empowered Cantrip (evocation)

At the 6th level you can imbue your cantrips with more power, increasing the damage dealt. Even creatures who don’t feel the full effect of your spell are unable to avoid its result. When a creature within range of the spell succeeds on a saving throw, it takes half damage, but suffers no additional effects. 

Master of Misdirection (illusion)

Beginning at level 6 you are able to manipulate others’ perceptions of the world around them. You can place an illusion on perceivable creatures or objects for the duration of 1 hour and can use your action to change the nature of the illusion twice per long rest.

Natural Charm (enchantment)

Beginning at level 6 you can use your reaction to cast any 5th level and below charm spell to divert or stop an attack. The attacker must be within a range of 30 feet and make a Wisdom saving throw against your spell DC. Even if there are multiple creatures within the area of effect, the spell will only target the attacker. If the creature succeeds on their saving throw you can not use this reaction until after a long rest. 

Creatures that can’t be charmed are immune to the effects of your magic. This feature must be used before you know whether the attack hit or missed. 

Sigil Strider (conjuration)

Beginning at 6th level you can use your action to conjure a glowing runic circle that transports you to an unoccupied location within a range of 100 feet that you can see. You can bring objects along with you as long they do not exceed your weight. Instead of transporting yourself you may also choose to swap places with a willing creature occupying a space within range. You can do this once per short rest.

Transmuter’s Hag Stone (transmutation)

Starting at 6th level, you can spend 8 hours creating a hag stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)
  • Proficiency on constitution saving throws
  • Cast polymorph without expending a spell slot

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

Umbral Influence (necromancy)

At the 6th level you can add Spirit Shroud to your spell book if it is not there already. When you cast spirit shroud the spectres of people you once knew or your ancestors come to your aid, giving you advantage on all attack rolls for 1 minute and you can add your proficiency bonus to your rolls.

Ward of Refuge (abjuration)

Starting at 6th level, as a reaction you can conjure an iridescent sphere around an ally within 60 feet. The warding sphere absorbs half the damage dealt on the creature and grants them a +2 bonus to AC for the duration of 10 minutes.

Empowered Magic

Starting at the 10th level you have advantage on all concentration checks. You can also add your intelligence modifier to one damage roll of any wizard spell from the area of expertise you chose at level 6. You can only empower spells from that specific school.

Master Arcanist

Starting at the 14th level you can use your action to tap into and consume reserves of raw chaos magic. By doing so your hag stone is consumed and you gain 1 point of exhaustion. Your stone can not be replaced until you complete a long rest. When you tap into this magic you can choose one of the following effects:

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the hag stone. The creature also regains all its hit points.

Restore life. You cast the raise dead spell on a creature you touch with the stone without expending any spell slots or having the spell copied in your spell book.

Oracle. You can cast either legend lore, scrying, or true seeing without expending any spell slots and you are granted advantage on your rolls.

Baneful arcana. You can weaken your enemies with debuffing spells by using the reserves within your hag stone. You can cast higher level debuffing spells or empower your lower level spells without expending spell slots. You can either use the stone to increase damage, affect an extra target, or give the target disadvantage on their saving throws against your debuffing spells. 

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