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Hedge Wizard
I may not have a fancy degree from one of your colleges, and I may
not have trained under a great master, but none of my knowledge
was handed to me. I taught myself every step of the way, and forged
my own path to magic in so doing I learned things even your
masters do not.
Abalon Conrad, Hedge Wizard
Unique Practices
A self-taught practitioner of magic, a Hedge Wizard has to
learn for themselves much of what has already been discovered
and formalised by wizards of the past. In practice, much of their
magic is cast in just the same ways and with the same components as any other wizard.
However, the accepted form of a spell is not always the only
way to achieve a given effect, and a Hedge Wizard can often
surprise a formally schooled practitioner by their ability to
accomplish an effect with entirely different magical forms and
components. Sometimes this is an overly complicated work
around for what with a little more understanding could have
been a simple effect. Just as often, however, the solution of a
Hedge Wizard is equally elegant, or even more efficient, than
the standard accepted magical forms.
In seeking power from sources that other wizards do not
explore, Hedge Wizards can also become practiced in areas of
magic that schooled wizards neglect.
Natural Magic
Hedge Wizards seek knowledge and power everywhere, and are
not too proud to seek it in humble places. They understand far
better than any wizard that magic can be found in everything,
and to harness it one needs only understand the workings of the
world. Hedge Wizards make extensive study of plants, herbs,
and beasts, and become experts on their properties and potential
application.
Because they grasp the power inherent in the natural world,
Hedge Wizards respect and often get along well with Druids
and Rangers. Indeed, they often get along far better with these
agents of the natural world than they do other Wizards.
Mastery over the properties of the natural world opens up to
the Hedge Wizard some capabilities that are out of the reach
of even the greatest of schooled wizards. For instance, their
knowledge of natural magic and herbal properties allows them
to learn limited healing techniques. While their abilities will
never surpass the divine gifts of a Cleric, a Hedge Wizard is
nevertheless a boon to a small village, and is assured the respect
and goodwill of the local folk for whom they are often the only
help available.
Unusual Medthodology
Beginning when you select this school at 2nd-level, any time
you select a new spell you may substitute one or more of its material spell components for any other appropriate component of
the same value. When cast by you, the spell requires this alternative list of material components. Let your imagination run wild!
Furthermore, select two of your known cantrips and one
1st-level spell from your spellbook. For each cantrip or spell,
choose either Verbal, Somatic, or Material components. For you,
the cantrip or spell does not require the component selected.
If you choose Material components, you eliminate only those
components with no gold piece cost, and must still provide any
component with an actual gold piece value.
Healers Lore
Starting at 2nd-level, Cure Wounds is considered a class spell
for you, is automatically added to your spellbook, and is always
considered prepared (it does not count against the number of
spells you have prepared.
You also learn the cantrip Spare The Dying. The cantrip
doesnt count against your number of cantrips known.
Upon reaching 3rd-level in Wizard and gaining access to
2nd-level spells, Lesser Restoration is considered a class spell for
you and is automatically added to your spellbook. Unlike Cure
Wounds, it is not always considered prepared.
Natural Lore
At 6th-level, you become proficient in both Nature and Herbalism Kits. If you already have proficiency in one or both skills,
you may select any alternative skill or tool Hedge Wizards are
all different, and many find it necessary to pick up very unusual
talents.
Improvised Magic
Beginning at 10th-level, your self-taught magic begins paying
off with the ability to alter your spells on the fly.
You gain two of the following metamagic options. You can
use only one metamagic option on a spell when you cast it, unless otherwise noted.
You may use Improvised Magic twice. Some metamagic
options are powerful enough that they count as multiple uses.
Once you have exhausted your uses of Improvised Magic, you
cannot use this ability again until after a long rest.
When you cast a spell that has a range of 5 feet or greater, you
can double the range of the spell.
When you cast a spell that has a range of touch, you can
make the range of the spell 30 feet.
When you roll damage for a spell, you can reroll a number of
the damage dice up to your Charisma modifier (minimum of
one). You must use the new rolls.
You can use Empowered Spell even if you have already used
a different metamagic option during the casting of the spell.
When you cast a spell that has a casting time of 1 action, you
can change the casting time to 1 bonus action for this casting.
When you cast a spell, you can cast it without any somatic or
verbal components.
When you cast a cantrip or 1st-level spell that targets only one
creature and doesnt have a range of self, you can target a second
creature in range with the same spell.
You can modify a 2nd-level spell in the same manner, but
doing so counts as two uses of Improvised Magic.
To be eligible, a spell must be incapable of targeting more
than one creature at the spells current level. For example, magic
missile and scorching ray arent eligible, but ray of frost and chromatic orb are.
If your DM approves other sources which include new metamagic options intended for the Sorcerer or any other class,
you can select any new metamagic option the source makes
When you cast a spell that forces a creature to make a saving throw to resist its effects, you
can give one target of the spell
disadvantage on its first saving
throw made against the
spell.
Other
Metamagic
Options
Multiclassing
Improvised Magic:
A Hedge Wizard can
use this feature to apply
metamagic to a spell from
any other class they possess. Regardless of the class
the spell belongs to, doing so
still costs one or more uses of
Improvised Magic
Improvised Magic and Sorcery Points: A character that has
both Improvised Casting and Sorcery Points should track Metamagic uses gained from Improvised Casting separately to their
use of sorcery points.
Uses of Improvised Casting cannot be converted into spell
slots.