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THE HEDGE MAGE

An All-New Class for Use in Your Dungeons & Dragons 5th


Edition Game!

Toiling in secret laboratories, scouring the land for rare materials and scraps of lore, the hedge mage
lives outside the established magical order. Alternately looked up to as scholars and healers, and
looked down upon as rebels and scoundrels, the only place a hedge mage has in the world is the place
they make for themselves.

by Marty Clifford

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
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of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Table of Contents
The Hedge Mage....................4
Alchemy Traditions................7

Infused Formulations.............9

Spell List..............................12
New Spells...........................13

Spell Descriptions................13

Notes on Multiclassing........19

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The Hedge Mage
Level Proficiency Features Cantrips Spells Spell Slot Formulations
Bonus Known Known Slots Level Known

1 +2 Hermetic Magic, Alchemical Tradition 2 2 1 1st –


2 +2 Infused Formulations 2 3 2 1st 2
3 +2 Tradition feature 2 4 2 2nd 2
4 +2 Ability Score Improvement 3 5 2 2nd 2
5 +3 – 3 6 2 3rd 3
6 +3 Tradition feature 3 7 2 3rd 3
7 +3 – 3 8 2 4th 4
8 +3 Ability Score Improvement 3 9 2 4th 4
9 +4 -- 3 10 2 5th 5
10 +4 Tradition feature 4 10 2 5th 5
11 +4 Potentia Superiora (6th level) 4 11 3 5th 5
12 +4 Ability Score Improvement 4 11 3 5th 6
13 +5 Potentia Superiora (7th level) 4 12 3 5th 6
14 +5 Tradition feature 4 12 3 5th 6
15 +5 Potentia Superiora (8th level) 4 13 3 5th 7
16 +5 Ability Score Improvement 4 13 3 5th 7
17 +6 Potentia Superiora (9th level) 4 14 4 5th 7
18 +6 -- 4 14 4 5th 8
19 +6 Ability Score Improvement 4 15 4 5th 8
20 +6 Magnum Opus 4 15 4 5th 8

locks of grey hair away from his eyes. He


dutifully monitors a room full of patients all
suffering from a disease that has never been
The Hedge Mage seen before. Despite the late hour, he resists
the call of sleep. No-one else has the
knowledge to uncover a cure, and the whole
Casting her eyes from side to side to be sure city is relying on his skill to see them through.
she is alone, a devious drow gently inserts a
long, thin probe into the tumblers of a lock. Hedge Mages are scholars of both the natural
Slowly, with a steady hand born from years of and arcane worlds, dabbling in alchemy as well
practice, she drips a caustic liquid onto the as arcana. Though many distance themselves
probe and watches it slip down into the lock. A from society and reject the rigid, structured
gratifying scent of dissolving metal wafts from approach that wizards take to magic, all are a
the keyhole. clever lot; capable of turning the lessons that
they've learned into manifestations of incredible
A haggard looking gnome leans back from power at a moments notice.
his desk, a set of glass beakers softly bubbling
above a burner. His fingers idly scratch at his Inquisitive and Independent
scraggly beard as he puzzles over the
implications of his latest experiment. He looks A hedge mage is driven by a thirst for
around his dimly lit lab, the walls papered knowledge. Above all a hedge mage wants to
with decades of research notes. know how things work, and they are
extremely good at figuring things out – be
Making his way slowly through the they magical or mundane. Some hedge mages
infirmary, the wizened old dwarf pushes long love riddles and puzzles, while others consider
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such things a distraction from their pursuit of Creating a Hedge Mage
higher truths. They are a very independent lot
While creating your hedge mage character, try
though, and individual hedge mages rarely
to imagine what sort of life you had that led to
congregate. One hedge mage might open a
your first discovery. How were you able to
hospital on the outskirts of a town or city,
make use of that knowledge? How did you
while another will spend her days delving into
first turn it into a truly magical power? If you
the depths of an ancient ruin in search of old
lived in a big city, why didn't you join the
magic to study.
local wizard's college? If you were raised in a
What sets hedge mages apart is that
small town, how did your burgeoning magical
there are as many ways to be a hedge mage as
talent affect the relationships you had with
there are hedge mages. Some prefer to stand
friends and family?
back in battle using their abilities to bolster
What is it that drives you to join up
allies and hinder enemies. Others would rather
with other people at this stage in your
wade into the fray, using their skill with magic
development? Is your quest for new
to enhance their strength and vitality. There is
experimental ingredients at a stage where it's
no wrong way to walk your own path.
simply become to dangerous to search them
out alone? Or are you eager to put the
The Magic of Alchemy
discoveries of your past to a more rigorous
Nothing is out of bounds for the curiosity of test? Perhaps you're simply in need of some
the hedge mage, the natural world least of all. friends to pass the time with, and you feel like
Hedge Mages make an intense study of nature your skills can be of service to them.
and all its properties. Their labs are stocked
full of various plants, herbs, metals, stones, Quick Build
clays, salts, dried insects, preserved animal You can make a hedge mage quickly by
parts, and just about anything else they can following these suggestions. First, Intelligence
think of testing and experimenting with. Over should be your highest ability score, followed
their years of study they have amassed a by Constitution. Second, choose the hermit
sizable trove of lore, which can be brought to background. Third, choose the acid splash and
bear in any number of ways; from amazing poison spray cantrips, along with the 1st-level
feats of transmutation that expand the range of spells burning hands and thunderwave.
mortal capabilities, to terrifying blasts of
energy unleashed by the right combination of
materials, to seemingly impossible feats of
Class Features
As a hedge mage, you gain the following class
mind-expanding clairvoyance. features.
Sooner or later even the most reclusive
hedge mage will venture out into the world in Hit Points
search of rare and potent ingredients to weave Hit Dice: 1d8 per hedge mage level
into their magic, or to hunt down rumors of a Hit Points at 1st Level: 8 + your Constitution
far-off village where the people have just modifier
discovered a new use for a common plant. Hit Points at Higher Levels: 1d8 (or 5) + your
Any hint or promise, any chance to improve Constitution modifier per hedge mage level
their understanding is enough to fuel the after 1st
never-ending need of the hedge mage to refine
their craft. Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist's supplies
Saving Throws: Constitution, Intelligence

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Skills: Choose two skills from Arcana, one of those slots, and you cast it as a 3rd-
History, Insight, Investigation, Medicine, level spell.
Nature, and Religion
Spells Known of 1st Level and Higher
Equipment At 1st level, you know two 1st-level spells of
You start with the following equipment, in your choice from the hedge mage spell list.
addition to the equipment granted by your The Spells Known column of the hedge mage
background: table shows when you learn more hedge mage
• (a) a light crossbow and 20 bolts or (b) any spells of your choice of 1st level and higher. A
simple weapon spell you choose must be of a level no higher
• (a) a set of alchemist's supplies or (b) a than what’s shown in the table's Slot Level
healer's kit column for your level. When you reach 6th
• (a) a scholar’s pack or (b) an explorer’s pack level, for example, you learn a new hedge
• Leather armor, a component pouch, any mage spell, which can be 1st, 2nd, or 3rd
simple weapon, and two daggers level.
Additionally, when you gain a level in
Alternatively, if your campaign uses the this class, you can choose one of the hedge
starting gold method, you begin play with mage spells you know and replace it with
3d4x10 gp. another spell from the hedge mage spell list,
which also must be of a level for which you
have spell slots.
Hermetic Magic
Spellcasting Ability
Hermetic magic blends arcane power with Intelligence is your spellcasting ability for
alchemical knowledge to create fantastic your hedge mage spells, so you use your
effects. See chapter 10 of the Player's Intelligence whenever a spell refers to your
Handbook for the general rules of spellcasting, spellcasting ability. In addition, you use your
and see the end of this document for the hedge Intelligence modifier when setting the saving
mage spell list. throw DC for a hedge mage spell you cast and
Cantrips when making an attack roll with one.
You know two cantrips of your choice from
Spell save DC = 8 + your proficiency bonus + your
the hedge mage spell list. You learn additional Intelligence modifier
hedge mage cantrips of your choice at higher Spell attack modifier = your proficiency bonus +
levels, as shown in the Cantrips Known your Intelligence modifier
column of the hedge mage table.
Spell Slots
The hedge mage table shows how many spell Alchemy Tradition
slots you have. The table also shows what the
level of those slots are; all of your spell slots At 1st level, you have devoted yourself to the
are the same level. To cast one of your hedge study of one of the traditions of alchemy:
mage spells of 1st level or higher, you must Alkahest, Chrysopoeia, or Panacea, each of
expend a spell slot. You regain all expended which is detailed at the end of the class
spell slots when you finish a short or long rest. description. Your choice grants you features at
For example, when you are 5th level, 1st level and again at 3rd, 6th, 10th, and 14th
you have two 3rd-level spell slots. To cast the level.
1st-level spell thunderwave, you must spend

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Infused Formulations Magnum Opus
Hedge mages have a deep understanding of At 20th level your life of research helps you
the interactions between substances, and have reach your fullest potential. Your Intelligence
learned to harness these interactions to score increases by 4. Your maximum for this
augment their magical potential. score is now 24.
At 2nd level, you gain two infused
formulations of your choice. Your formulation
options are detailed at the end of the class
description. When you gain certain hedge
Alchemy Traditions
The pursuit of alchemy is a lifelong quest; one
mage levels, you gain additional formulations
that seems incomprehensible to most who
of your choice, as shown in the Formulations
don't understand it, and overwhelming to those
Known column of the hedge mage table.
few who do. The hedge mage solves this
Additionally, when you gain a level in
problem by focusing on the areas of alchemy
this class, you can choose one of the
they study. They develop a philosophical
formulations you know and replace it with
framework by which to understand their
another formulation that you could learn at
discoveries and shape the goals of their
that level.
research.

Ability Score Improvement Alkahest


This tradition encompasses the hedge mages
When you reach 4th level, and again at 8th,
search for the perfect solvent, capable of
12th, 16th, and 19th level, you can increase
dissolving anything.
one ability score of your choice by 2, or you
can increase two ability scores of your choice Bonus Cantrip
by 1. As normal, you can't increase an ability You add acid splash to your list of known
score above 20 using this feature. cantrips if you don't already know it. This
doesn’t count against your number of cantrips
known.
Potentia Superiora
At 11th level, your experiments with alchemy
Dangerous Distiller
and hermetic magic unlock secret processes of When you hit a target with a flask of acid
the highest potential. Choose one 6th-level crafted using your alchemist's supplies, any
spell from the hedge mage spell list as your creature within 5 feet of the target takes 1d6
potentia. acid damage.
You can cast your potentia spell once Experienced Handler
without expending a spell slot. You must Starting at 3rd level you gain resistance to acid
finish a long rest before you can do so again. damage.
At higher levels, you gain more hedge
mage spells of your choice that can be cast in Precision Application
this way: one 7th-level spell at 13th level, one At 6th level, as an action, you may attempt to
8th-level spell at 15th level, and one 9th-level your alchemist's supplies to open a lock or
spell at 17th level. You regain all uses of your disarm a trap as if they were thieves tools. If
Potentia Superiora when you finish a long rest. you succeed, the fine mechanisms in the lock
or trap are destroyed, rendering it useless.
In addition, whenever you score a
critical hit with a spell or weapon attack that
deals acid or poison damage, the critical hit
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deals an additional 1d8 damage. The extra count against your number of spells known.
damage from this feature increases to 2d8 at You may choose to use your Intelligence
11th level, and 3d8 at 17th level. modifier in place of your Strength modifier on
attack rolls and damage rolls while using
Excruciating Dissolution weapons that you have enchanted with these
Beginning at 10th level, any creature damaged spells.
by your spells or weapon attacks that deal acid
damage suffer disadvantage on attack rolls and Ritual Transmutations
saving throws until the end of their next turn. Starting at 6th level, you may cast any 1st
level hermetic magic spell you know from the
Universal Solvents transmutation school and has a duration longer
At 14th level, acid resistance no longer affects than instantaneous as a ritual. When you
damage you deal with spells or weapon attacks complete the ritual, the duration of the spell
that inflict acid damage, and creatures that are becomes 8 hours. Starting at 13th level you
immune to acid damage take half damage may cast any 1st or 2nd level hermetic magic
from your spells and weapon attacks that deal spell you know from the transmutation school
acid damage. in this way. You must complete a long rest
In addition, you add the melf's acid before using this feature again.
arrow spell to your list of known spells. This
doesn’t count against your number of spells Mithrilweave Threading
known. You may cast melf's acid arrow as a At 10th level, you gain a +1 bonus to armor
5th level spell once without expending a spell class as long as you are wearing armor.
slot. You can't use this feature again until you
complete a long rest. Flawed Philosopher's Stone
When you reach 14 level, as an action you can
hurl a flawed philosopher's stone at a hostile
Chrysopoeia creature within 20 feet of you that you can see,
treating the stone as an improvised weapon.
This tradition represents the hedge mages On impact the stone shatters, inflicting 10d10
intense study of physical transmutations. The force damage to the target creature. You must
quest for knowledge is often perilous, and complete a long rest before using this feature
practitioners of this tradition learn to again.
transform themselves into potent weapons.
Bonus Proficiency
You gain proficiency with medium armor. Panacea
Some hedge mages practice their craft as a
Alchemical Expertise way to conquer disease and to improve the
You add double your normal proficiency general health of the communities they live in.
bonus when using your alchemist's supplies. They devote themselves to the study of
Additionally, the gold and time you Panacea; the tradition that seeks out new
must spend to create alchemical items is poultices and potions in the effort to cure all
halved. the worlds ailments.
Martial Optimization Medicinal Lore
At 3rd level you add the magic weapon spell You gain proficiency with the herbalist's kit.
to your list of known spells if you don't In addition, whenever you make a Wisdom
already know it. At 5th level you add the (Medicine) check to diagnose a disease, you
elemental weapon spell to your list of known are considered proficient in the Medicine skill
spells if you don't already know it. These don’t
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and add double your proficiency bonus to the Unmatched Restoratives
check, instead of your normal proficiency At 10th level you become immune to magical
bonus. and nonmagical disease. Creatures under your
care receive double the normal benefit from a
Expanded Spell List successful saving throw when recovering from
The healing lore you learn while studying the disease. Creatures restored by your lesser
tradition of Panacea can be blended with your restoration spell or greater restoration spell
hermetic magic to create a range of new are immune to any effects the spell would
effects. Starting at first level this feature lets normally cure for 24 hours.
you choose from an expanded list of spells
when you learn a new hedge mage spell. Bolster Health
The following spells are added to the hedge Beginning at 14th level, up to six friendly
mage spell list for you. creatures that complete a long rest under your
care gain temporary hit points equal to your
Panacea Expanded Spells hedge mage level + your Intelligence modifier.
Spell Level Spells In addition, these creatures are immune to
1st cure wounds, detect poison & magical and nonmagical diseases and the
disease poisoned condition for 24 hours.
2nd lesser restoration, protection
from poison
3rd create food and water, revivify Infused Formulations
4th aura of purity, death ward If an infused formulation has prerequisites,
5th greater restoration, hallow you must meet them to learn it. You can learn
the formulation at the same time that you meet
Potion Adept its prerequisites.
Beginning at 3rd level, when you use a
herbalist's kit to craft healing potions, the gold
Aerostative Injection
and time you must spend to create potions is Prerequisite: 9th level
halved. The potions you create in this way You can cast levitate on yourself at will,
heal an additional 1d4+1 hit points. This without expending a spell slot or material
additional healing increases by 1d4+1 when components.
you reach 5th level (2d4+2), 9th level (3d4+3), Anesthetizing Fulmination
13th level (4d4+4), and 17th level (5d4+5). Prerequisite: 9th level, Panacea feature
Efficacious Vaccinations Your sleep spell now affects all creatures
People under your care are much more within its area of effect with current hit points
resistant to the plagues of nature. Starting at less than or equal to the total of your roll.
6th level, you may spend one hour caring for Creatures normally immune to sleep are still
the health of up to six people, including unaffected.
yourself. Anyone who receives this care gains Bulette Scale Infusion
advantage on saving throws to resist or Prerequisite: 7th level
recover from the effects of magical and You gain proficiency with shields.
nonmagical diseases, as well as resistance to
poison damage and any damage caused by Caltropic Crystallization Process
disease for 24 hours. Prerequisite: 5th level
You can cast spike growth once using a hedge
mage spell slot. You can’t do so again until
you finish a long rest.

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Cat's Paw Concoction for more than one minute. You may not use
You gain proficiency in the Stealth and Sleight this ability again until you complete a long
of Hand skills. rest.

Caustic Solvents Extrusion of Gecko Finger


Prerequisite: 12th level, Alkahest feature Prerequisite: 9th level
When a creature you target with your acid You can cast spider climb on yourself at will,
splash cantrip takes damage from the spell, the without expending a spell slot or material
creature takes extra acid damage equal to your components.
Intelligence modifier (minimum 1).
Eye of Owl Distillation
Choking Vapors You can see normally in darkness, both
Prerequisite: poison spray cantrip magical and nonmagical, to a distance of 120
When the creature you target with poison feet.
spray fails its saving throw, it suffers
additional poison damage equal to your Fuel/Air Ratio
Intelligence modifier (minimum 1). Alchemist's fire that you create with your
alchemist's supplies deals an additional 1d4
Circle of Silvered Salts fire damage, and the Dexterity save DC to
Prerequisite: 5th level extinguish the flames is equal to your spell
You can cast magic circle once using a hedge save DC. You are considered proficient with
mage spell slot. You can’t do so again until ranged attacks using alchemist's fire.
you finish a long rest.
Gohr'tamon's Incredible Elixir
Downfeather Concentrate Prerequisite: 15th level
You can cast feather fall at will, without You can cast enhance ability on yourself at
expending a spell slot. will, without expending a spell slot.

Dragoneye Elixir Hydra Fang Preparation


Prerequisite: 15th level Prerequisite: 7th level
You can cast see invisibility at will, without You can attack twice, instead of once,
expending a spell slot. whenever you take the Attack action on your
turn.
Dynamic Discharge
Prerequisite: 7th level Ironbark Oil
You can cast lightning arrow once using a You can cast shillelagh at will, without
hedge mage spell slot. You can’t do so again expending a spell slot or material components.
until you finish a long rest.
Itching Powder Grenades
Emulsion of Bear Hide You can cast bane once using a hedge mage
You can cast mage armor at will, without spell slot. You can’t do so again until you
expending a spell slot or material components. finish a long rest.

Enduring Treatment Mantis Arm Distillate


th
Prerequisite: 5 level, Chrysopoeia feature Prerequisite: 7th level
When you cast the magic weapon spell or You can cast true strike as a bonus action.
elemental weapon spell, the duration of the
spell becomes 8 hours and you no longer need
to concentrate to maintain the spell. The effect
ends if the weapon is out of your possession
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Smoke Bomb
Prerequisite: 5th level
Meticulous Medical Text You can cast shield once using a hedge mage
Prerequisite: Panacea feature spell slot. You can’t do so again until you
You have collected a book of medicinal lore finish a long rest.
that you have compiled over your years of
study and practice. Tincture of Quicksilver
While you possess this book, you can You gain proficiency in the Acrobatics and
use its teachings to help revitalize your Athletics skills.
wounded allies during a short rest. If you or
any friendly creatures under your care regain Trollblood Transfusion
hit points at the end of the short rest, each of You can cast false life on yourself at will as a
those creatures regains an extra 1d4 hit points. 1st-level spell, without expending a spell slot
The extra hit points increase to 1d6 at 9th or material components.
level, to 1d8 at 13th level, and to 1d10 at 17th
Truesilver Transformation
level.
Prerequisite: 15th level, Chrysopoeia feature
If the book is ever lost or destroyed
You may use your Potentia Superiora (6th
you can recreate it. The process takes one
level) to cast magic weapon as if you had used
week and costs 50 gp for various inks and
a 6th level spell slot. You may use your
bookbinding supplies.
Potentia Superiora (7th level) to cast
Noxious Fumes elemental weapon as if you had used a 7th
Prerequisite: poison spray cantrip level spell slot. In addition to the usual effects
When a creature you target with poison spray of the spell, any weapon you target with this
fails its saving throw, it becomes poisoned feature scores a critical hit on a roll of 19-20.
until the end of its next turn.
Wild Boar Fulminate
Pernicious Corrosive Prerequisite: 15th level
Prerequisite: 5th level, Alkahest feature You cause one creature within 30 feet of you
A creature that fails its save against your acid and within line of sight to fly into an
splash cantrip takes an additional 1d6 acid uncontrollable frenzy. Unwilling creatures can
damage from the spell at the start of its next attempt a Wisdom saving throw using your
turn. spell save DC to resist the effects. The
affected creature gains the benefits of a
Phosphorescent Formulation barbarians Rage feature as if it were a 1st level
Prerequisite: 9th level barbarian. The rage lasts for a number of
You can cast guiding bolt as a 1st level spell at rounds equal to your Intelligence modifier
will, without expending a spell slot. (minimum 1), and can't be ended early. When
the rage ends, the target immediately suffers
Powdered Antimony Application one level of exhaustion. You can’t use this
You can cast charm person as a 1st level spell ability again until you finish a long rest.
once, without expending a spell slot. You
can’t do so again until you finish a long rest.
Ranged Delivery System
When you have a light crossbow equipped,
any hedge mage spell of 1st level or higher
that you cast which targets a hostile creature,
or hostile creatures in an area, has a range of
120 feet.
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Hedge Mage Spell List Protection from Energy
Cantrips Nondetection
Acid Splash Speak with Dead
Blade Ward Water Breathing
Friends Water Walk
Mending
Poison Spray 4th Level
Produce Flame Confusion
Shocking Grasp Conjure Minor Elementals
Spare the Dying Evard's Black Tentacles
True Strike Fabricate
Fire Shield
1st Level Freedom of Movement
Burning Hands Giant Insect
Charm Person Greater Invisibility
Color Spray Ottiluke's Resilient Sphere
Expeditious Retreat Polymorph
Faerie Fire Stoneskin
Feather Fall
Fog Cloud 5th Level
Guiding Bolt Antilife Shell
Grease Awaken
Identify Cone of Cold
Jump Conjure Elemental
Longstrider Destructive Wave
Purify Food and Drink Dream
Ray of Sickness Hold Monster
Sleep Modify Memory
Thunderwave Passwall
Raise Dead
2nd Level Scrying
Aid
Barkskin 6th Level
Blindness/Deafness Disintegrate
Darkvision Flesh to Stone
Enhance Ability Forbiddance
Enlarge/Reduce Guards and Wards
Gentle Repose Magic Jar
Hold Person True Seeing
Invisibility Wind Walk
Levitate
Magic Weapon 7th Level
Nystul's Magic Aura Prismatic Spray
See Invisibility Regenerate
Spider Climb Resurrection
Web Simulacrum
Symbol
3rd Level
Animate Dead 8th Level
Clairvoyance Demiplane
Daylight Glibness
Elemental Weapon Telepathy
Feign Death
Fly 9th Level
Gaseous Form Foresight
Haste Time Stop
Meld into Stone True Polymorph

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New Hedge Mage Spells Spell Descriptions
The Hedge Mage adds the following spells to The spells are presented in alphabetical order.
the Hedge Mage Spell List.
Alchemist's Lantern
Hedge Mage Spells Transmutation cantrip

Cantrips (0 level) Casting Time: 1 action


Alchemist's Lantern Range: Touch
Dazzling Flash Components: S, M (a shard of phosphorescent
crystal)
1st Level Duration: 1 hour
Anesthetic
Defensive Discharge For the duration of the spell, an object that you
Ice Bombs touch sheds dim light in a 60 foot radius. The
Walking Fish light may be blue, yellow, or green as you
2nd Level desire. Completely covering the object with
Blinding Blast something opaque blocks the light. As an
Euphoric Mist action you can dismiss the spell.
Eyes of the Raptor
Anesthetic
3rd Level 1st level transmutation
Furious Flash
Greater Anesthetic Casting Time: 1 action
Warning of Disaster Range: Touch
Components: S, M (a pin and a small piece of
4th Level chemically treated leather)
Creeping Glob Duration: Concentration, up to 1 minute
Vision of the Prophets
5th Level While under the effects of this spell
Static Shackles bludgeoning, piercing, and slashing damage
taken by the target creature from non magical
6th Level weapons is reduced by 3.
Corrosive Wall
Blinding Blast
7th Level 2nd level evocation
Prophetic Musings
8th Level Casting Time: 1 action
Gohr'tamon's Extreme Solution Range: 30 feet
Components: S, M (a fine copper filament
9th Level and a pinch of phosphorus)
Endothermic Explosion Duration: Instantaneous

You target one creature within range that can


see you. That creature makes an Intelligence
saving throw. On a failed saving throw it
suffers 2d6 radiant damage and is blinded until
the end of its next turn, or takes half as much

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damage and suffers no other ill effects on a Components: S, M (a crystal of vitriol and a
successful save. ball of tar)
At Higher Levels. When you cast this Duration: Concentration, up to 1 minute
spell using a spell slot of 3rd level or higher,
the damage increases by 1d6 radiant damage A 5-foot diameter glob of viscous liquid
for each spell level above 2nd. bubbles up from the ground at the location you
specify and lasts for the duration. When you
Corrosive Wall cast this spell, and as an action on your turn,
6th level conjuration the glob can launch a palm-sized clump of
sticky goo at a target creature within 60 feet.
Casting Time: 1 action Targets must succeed at a Dexterity saving
Range: 60 feet throw or suffer 3d8 acid damage, or half as
Components: S, M (a pinch of potash and a much on a successful save.
drop of water) As a bonus action, on your turn you
Duration: Concentration, up to 10 minutes. may direct the glob to move up to 20 feet.
The glob can squeeze through any opening as
You create a twenty-foot tall wall of a pale small as 1 inch and may flow over low barriers
yellow powdery substance on a solid surface no more than 5 feet high, but it can not climb
within range. You can form it into a ring with walls.
a radius of up to 10 feet, or you can shape a
flat surface made up of ten 10-foot-square Dazzling Flash
panels. Each panel must be contiguous with Conjuration cantrip
another panel. In any form, the wall is 1 foot
thick and lasts for the duration. Casting Time: 1 action
If the wall cuts through a creature’s Range: 30 feet
space when it appears, the creature within its Components: S
area is pushed to one side of the wall and must Duration: Instantaneous
make a Dexterity saving throw. On a failed
save, the creature takes 8d6 acid damage, or You conjure a painfully bright flash of light.
half as much damage on a successful save. A target creature in range that can see you
The wall is an object that can be must succeed at a Constitution saving throw or
damaged and thus breached. It has AC 10 and it suffers disadvantage on the next attack roll it
30 hit points per 10-foot section. Striking the makes before the end of its next turn.
wall with a melee attack causes 1d6 acid
damage to the attacker. Reducing a 10-foot Defensive Discharge
section of wall to 0 hit points causes that 1st level evocation
section to collapse, leaving a cloud of pale
yellow dust in its place. Any creature that Casting Time: 1 reaction, which you take in
attempts to move through the dust cloud must response to being damaged by a melee attack
make a Constitution saving throw. That made by a creature that you can see.
creature takes 5d6 acid damage on a failed Range: 5 feet
save, or half as much on a successful one. Components: S
Duration: Instantaneous
Creeping Glob
4th level conjuration A matrix of ambient static electricity retaliates
against attackers. The creature that struck
Casting Time: 1 action you and dealt damage to you must make a
Range: 10 feet Dexterity saving throw or be shocked with a
14
jolt of electricity that deals 2d10 lightning failed saving throw creatures becomes frozen
damage, or half as much on a failed save. solid and are petrified, or take 20d8 cold
Creatures wielding metal weapons have damage on a successful saving throw.
disadvantage on this saving throw. A huge or larger sized creature that is
At Higher Levels. When you cast this only partially inside the area of effect has
spell using a spell slot of 2nd level or higher, advantage on the saving throw.
the damage increases by 1d10 lightning
damage for each spell level above 1st. Eyes of the Raptor
2nd level divination
Euphoric Mist
2nd level enchantment Casting Time: 1 action
Range: Self
Casting Time: 1 action Components: S, M (the eye of an eagle,
Range: 60 feet hawk, or similar bird of prey)
Components: S, M (a palm-sized glass globe Duration: Concentration, up to 10 minutes
filled with a silver vapor)
Duration: Instantaneous Your eyesight sharpens, granting you vision
comparable to a bird of prey. For the duration
A thin layer of wispy silver mist fills a 20- of the spell you have advantage on any
foot-radius area. Creatures exposed to the mist Wisdom (Perception) checks that rely on sight.
must make a Constitution saving throw. On a Additionally, with a good vantage point and
failed save the creature moves at half speed, an unobstructed line of sight, you can make
cannot use reactions, and has disadvantage on out the position and movement of small or
Intelligence, Wisdom, and Charisma based larger sized creatures from a distance of up to
saving throws for 1 minute. At the end of each 1 mile.
of its turns, an effected creature can make At Higher Levels. When you cast this
another Constitution saving throw. On a spell using a 3rd level spell slot the duration
success, the spell ends for that creature. increases to 1 hour. When you cast this spell
Creatures immune to poison, as well as using a 4th level spell slot the duration
constructs, undead, and creatures that increases to 8 hours. When you cast this spell
otherwise do not need to breathe are not using a 5th level spell slot the duration
effected by this spell. increases to 24 hours.

Endothermic Explosion Furious Flash


9 level evocation 3rd level evocation

Casting Time: 1 action Casting Time: 1 action


Range: Self (15-foot radius sphere) Range: 30 feet
Components: V, S, M (a pinch of salt, a Components: V, S, M (a tiny paper sack
witherite crystal, and a handful of sapphire filled with sulfur and saltpeter)
dust worth at least 500gp) Duration: Instantaneous
Duration: Instantaneous
You hurl a small, harmless looking paper sack
A wave of arcane energy steals the heat from at a target within range. Make a ranged spell
the area immediately around you, and a blast attack roll, on a successful hit the target takes
of pure cold fills the area. This blast spreads 3d6 fire damage and 3d6 thunder damage and
around corners. Creatures caught in the area must succeed a Constitution save or be
must make a Constitution saving throw. On a stunned for 1 round

15
At Higher Levels. When you cast this Casting Time: 1 action
spell using a spell slot of 4th level or higher, Range: Touch
the damage increases by 1d6 fire damage and Components: S, M (a lump of putty pressed
1d6 thunder damage for each spell level above inside a metal ball and sealed)
3rd. Duration: Concentration, up to 1 minute

Gohr'tamon's Extreme Solution For the duration of the spell the target gains
8th level evocation resistance to all damage except for psychic
and force damage.
Casting Time: 10 minutes
Range: Touch Ice Bombs
Components: V, S, M (a pound of clay, a 1st level evocation
pound of sulfur, and a pound of saltpeter)
Duration: Concentration, up to 1 minute. Casting Time: 1 action
Range: 30 feet
You carefully treat the foundations of a Components: S, M (a pinch of salt and a
structure with an unstable alchemical mixture. cluster of specially prepared witherite crystals)
When the spell ends, either because your Duration: Instantaneous
concentration is broken or because you decide
to end it, the mixture ignites causing a huge You throw a magical orb containing a
explosion. specially prepared alchemical mixture at one
The explosion deals 75 bludgeoning target creature within your line of sight. Make
damage and 75 fire damage to the target a ranged spell attack against the target. On a
structure. Any structure not destroyed outright successful hit, the target takes 3d8 cold
begins to burn. At the end of each turn (after damage and has its speed reduced by 10 feet
the final initiative is resolved, but before a until the start of your next turn.
new round begins) roll a DC 10 saving throw At Higher Levels. When you cast this
for the building. If it fails, the structure spell using a spell slot of 3rd level or 4th level,
suffers an additional 50 fire damage. If it you create one additional orb. When you cast
succeeds, it takes no damage. If the structure this spell using a spell slot of 5th level you
succeeds at three saving throws before it create two additional orbs. Each orb can be
collapses, the fire is extinguished. If the thrown at a target of your choice within range,
structure drops to 0 hit points, it collapses and and requires its own ranged spell attack roll.
potentially damages nearby creatures. A
creature within half the distance of a Prophetic Musings
structure’s height must make a Dexterity 7th level divination
saving throw. On a failed save, the creature
takes 5d6 bludgeoning damage, is knocked Casting Time: 10 minutes
prone, and is buried in the rubble, requiring a Range: Self
DC 20 Strength (Athletics) check as an action Components: S, M (a piece of parchment, a
to escape. The DM can adjust the DC higher quill, a bottle of ink, and a crystal bowl worth
or lower, depending on the nature of the 100gp)
rubble. On a successful save, the creature Duration: 24 hours
takes half as much damage and doesn’t fall
prone or become buried. You fill your crystal bowl with a strange
liquid that gives off a yellowish, sweet-
Greater Anesthetic smelling vapor. As you inhale the vapors you
3rd level transmutation see visions of possible futures, and hurry to
16
write them down before they fade from your suffers 4d8 lightning damage. On a successful
mind. The crystal bowl is not consumed by the save the creature takes only half as much
casting of this spell. lightning damage and is not restrained.
When you cast this spell, roll 1d6 three Creatures wearing metal armor have
times and record each result. Consult the table disadvantage on any saving throw to resist the
below and compare the results. These are your effects of this spell.
prophecies. For the duration of this spell you If a creature that starts its turn inside
may choose to spend one of your prophecies at the field takes any action on its turn other than
any time in order to trigger the effect. Once attempting to move out of the field, it
you spend all your prophecies the spells immediately takes an additional 1d8 lightning
duration ends. damage.

Dice Prophecy Vision of the Prophets


Roll 4th level illusion
1 Act of Heroism. If you or one of your allies
falls to 0 hit points, you may choose to have Casting Time: 1 action
that ally immediately regain hit points equal to Range: 60 feet
¼ of their total hit points. Components: S, M (a hollow crystalline bead
2, 3 Hand of Fate. If you or one of your allies filled with a sweet-smelling gas)
suffers a critical hit, you may choose to have Duration: Instantaneous
that ally suffer no damage from the critical hit.
Any other effects the attack might have When you cast this spell make a ranged spell
(disarmed, knocked prone, etc.) occur
attack against one target creature in range that
normally.
you can see. If you hit the target creature it
4, 5 Reversal of Fortune. If you or one of your suffers from debilitating hallucinations for 1
allies rolls a 1 on an attack roll, ability check, minute. A hallucinating creature drops
or saving throw, you may choose to treat that
result as a 20 instead. whatever it is holding and is frightened of you.
In addition, the creature may behave
6 Time of Plenty. If you find a treasure that
contains coins, the amount of coins contained
strangely. At the start of each of its turns, roll
in the treasure is increased by 50%. 1d10 and compare the result to the following
table to determine the creatures behavior.
Die Roll Behavior
Static Shackles
1, 2, 3 Creature uses all its movement to move as
5th level evocation far from you as it can. It takes no actions
or reactions this turn.
Casting Time: 1 action 4, 5, 6 Creature doesn't move, or take actions or
Range: 60 feet reactions this turn.
Components: V, S, M (One copper nail, one 7 Creature sees a brief glimpse of the
iron nail, and a lemon) immediate future. It can roll a d20 and
Duration: Concentration, up to 10 minutes substitute the result
with any one attack roll, ability check, or
saving throw made by one of its allies
A 20 foot radius area centered on a point you
before the end of this turn.
choose within range becomes charged with a
field of static electricity. The field spreads 8, 9, 10 Creature can move and act normally.
around corners. A creature that enters the field
or starts any of its turns inside the field must At the end of each of its turns, the
make a Strength saving throw. On a failed effected creature can make a Constitution
saving throw, target creature is restrained and

17
saving throw. If it succeeds the spells duration
ends.
Creatures immune to poison, as well as
constructs, undead, and creatures that
otherwise do not need to breathe are not
effected by this spell.

Walking Fish
1st level transmutation

Casting Time: 1 action


Range: Self
Components: S, M (a sliver of skin from a
mudskipper)
Duration: 1 hour

For the duration of the spell, you may breathe


both in and out of the water provided you keep
your skin wet. If your skin becomes dry for
any reason, you immediately begin holding
your breath and are at risk of suffocation (as
described in chapter 8 of the Player's
Handbook) unless you can submerge yourself
in water. You may dismiss this spell as an
action.

Warning of Disaster
3rd level divination

Casting Time: 1 action


Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute.

You relate a prophetic vision of doom to 1


hostile creatures in range that can hear you. If
the creature has an intelligence of 6 or higher
and can understand a language that you can
speak, it becomes frightened. At the end of its
turn the creature can make a Wisdom saving
throw. If it succeeds the spell ends.
At Higher Levels. When you cast this
spell using a spell slot of 4th level or higher,
you can affect 1 additional creature in range
for each spell level above 3rd.

18
Notes on Multiclassing

Prerequisites
To qualify to become a multiclass hedge mage
you must have an Intelligence of 13 or higher.

Multiclassing Proficiencies
When you become a multiclass hedge mage
you gain proficiency with alchemist's supplies
and with one skill from the hedge mage class
skill list.

Spellcasting
Hermetic Magic. If you have both the
Spellcasting class feature and the Hermetic
Magic class feature from the hedge mage
class, you can use the spell slots you gain from
the Hermetic Magic feature to cast spells you
know or have prepared from classes with the
Spellcasting class feature, and you can use the
spell slots you gain from the Spellcasting class
feature to cast hedge mage spells you know.
If you have both the Pact Magic class
feature and the Hermetic Magic class feature
from the hedge mage class, you can use the
spell slots you gain from the Hermetic Magic
feature to cast spells you know from classes
with the Pact Magic class feature, and you can
use the spell slots you gain from the Pact
Magic class feature to cast hedge mage spells
you know.

For more information on multiclassing see Thanks to everyone who downloaded this
chapter 6 of the Player's Handbook. class for your interest, I hope it gives you
something new and fun to add to your games!

Many thanks to my awesome D&D crew;


Allen, David, Gabby, Keith, and Mike. You
guys are awesome! This wouldn't have been
possible without your support.

Special thanks to Justin & Paula, who spread


this all over social media like a couple of
bosses!

Sincerely,
~M.

19

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