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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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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
5
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.
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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.
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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
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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
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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.
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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
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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.
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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
Warning of Disaster
3rd level divination
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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!
Sincerely,
~M.
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