Wizard – Hedge Magic

Not all wizards have the luxury of grand libraries and valuable reagents. Pursuers of eclectic lore and techniques, their libraries are the humble cottages, and sometimes literal hedges, where they lay their heads. Many more conventional practitioners look down on the humble hedgewizards, but from scraps of spells and tricks learned along the way, they cobble together an understanding of the arcane to rival that of any classically trained wizard.

Hedge Magic

Wizard Level Feature 2nd Indigent Savant, Tricks of the Trade 6th Ecclectic Arcana 10th Thrifty Castin 14th Observational Learning

Indigent Savant

As a hedge wizard, you are adept at making do with limited resources. Beginning when you select this school at 2nd level, when you copy a spell into your spellbook, you may choose to half the gold required, but double the time.

Tricks of the Trade

Hedge Wizards often come from humble origins, and some continue to ply mundane trades to support their magical endeavours. You gain proficiency in one type of artisan’s tools of your choice, or with the herbalism kit. In addition, you gain proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, Persuasion, or Survival. Finally, you learn one druid cantrip of your choice, which counts as a wizard cantrip for you.

Ecclectic Arcana

Starting at 6th level, you have mastered some basic spells most wizards would not know how to attempt. You learn two first-level spells from any class list. The chosen spells count as wizard spells for you, but other wizards cannot copy them from your spellbook. These spells don’t count against the number of spells you add to your spellbook this level.

Thrifty Casting

Starting at 10th level, you have mastered your own idiosyncratic spellcasting techniques, and are able to get the most out of hard to come by spell components. The gold value of any material components for your wizard spells is halved.

In addition, when you cast a wizard spell with more than one kind of component (verbal, somatic, or material), you can ignore one of those components, unless it is a material component with a gold value.

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

Observational Learning

Starting at 14th level, your practical arcane learning allows you to attempt to imitate spells you have observed. When you see another creature cast a wizard spell of a level you can cast, you can attempt to copy it into your spellbook (as if you had found the spell in written form) any time before the end of your next long rest. To do so, you must make an Intelligence (Arcana) check. The DC is equal to 15 plus the spell’s level.

You can also attempt to copy spells which do not appear on the wizard spell list. If you do so, the DC of the Intelligence (Arcana) check increases by 5. The spell becomes a wizard spell for you, but other wizards cannot copy it from your spellbook. You may only have a number of non-wizard spells in your spellbook equal to your Intelligence modifier (minimum of one).

Once you have used this feature, you may not use it again until you have completed a long rest.

art: lebiro