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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, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other
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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-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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

The Hedge Mage


Level

Proficiency
Bonus

Features

Cantrips
Known

Spells
Known

Spell
Slots

Slot
Level

Formulations
Known

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6

Hermetic Magic, Alchemical Tradition


Infused Formulations
Tradition feature
Ability Score Improvement

Tradition feature

Ability Score Improvement


-Tradition feature
Potentia Superiora (6th level)
Ability Score Improvement
Potentia Superiora (7th level)
Tradition feature
Potentia Superiora (8th level)
Ability Score Improvement
Potentia Superiora (9th level)
-Ability Score Improvement
Magnum Opus

2
2
2
3
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
4

2
3
4
5
6
7
8
9
10
10
11
11
12
12
13
13
14
14
15
15

1
2
2
2
2
2
2
2
2
2
3
3
3
3
3
3
4
4
4
4

1st
1st
2nd
2nd
3rd
3rd
4th
4th
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th

2
2
2
3
3
4
4
5
5
5
6
6
6
7
7
7
8
8
8

The Hedge Mage


Casting her eyes from side to side to be sure
she is alone, a devious drow gently inserts a
long, thin probe into the tumblers of a lock.
Slowly, with a steady hand born from years of
practice, she drips a caustic liquid onto the
probe and watches it slip down into the lock. A
gratifying scent of dissolving metal wafts from
the keyhole.
A haggard looking gnome leans back from
his desk, a set of glass beakers softly bubbling
above a burner. His fingers idly scratch at his
scraggly beard as he puzzles over the
implications of his latest experiment. He looks
around his dimly lit lab, the walls papered
with decades of research notes.
Making his way slowly through the
infirmary, the wizened old dwarf pushes long

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
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
city is relying on his skill to see them through.
Hedge Mages are scholars of both the natural
and arcane worlds, dabbling in alchemy as well
as arcana. Though many distance themselves
from society and reject the rigid, structured
approach that wizards take to magic, all are a
clever lot; capable of turning the lessons that
they've learned into manifestations of incredible
power at a moments notice.

Inquisitive and Independent


A hedge mage is driven by a thirst for
knowledge. Above all a hedge mage wants to
know how things work, and they are
extremely good at figuring things out be
they magical or mundane. Some hedge mages
love riddles and puzzles, while others consider
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such things a distraction from their pursuit of


higher truths. They are a very independent lot
though, and individual hedge mages rarely
congregate. One hedge mage might open a
hospital on the outskirts of a town or city,
while another will spend her days delving into
the depths of an ancient ruin in search of old
magic to study.
What sets hedge mages apart is that
there are as many ways to be a hedge mage as
there are hedge mages. Some prefer to stand
back in battle using their abilities to bolster
allies and hinder enemies. Others would rather
wade into the fray, using their skill with magic
to enhance their strength and vitality. There is
no wrong way to walk your own path.

The Magic of Alchemy


Nothing is out of bounds for the curiosity of
the hedge mage, the natural world least of all.
Hedge Mages make an intense study of nature
and all its properties. Their labs are stocked
full of various plants, herbs, metals, stones,
clays, salts, dried insects, preserved animal
parts, and just about anything else they can
think of testing and experimenting with. Over
their years of study they have amassed a
sizable trove of lore, which can be brought to
bear in any number of ways; from amazing
feats of transmutation that expand the range of
mortal capabilities, to terrifying blasts of
energy unleashed by the right combination of
materials, to seemingly impossible feats of
mind-expanding clairvoyance.
Sooner or later even the most reclusive
hedge mage will venture out into the world in
search of rare and potent ingredients to weave
into their magic, or to hunt down rumors of a
far-off village where the people have just
discovered a new use for a common plant.
Any hint or promise, any chance to improve
their understanding is enough to fuel the
never-ending need of the hedge mage to refine
their craft.

Creating a Hedge Mage


While creating your hedge mage character, try
to imagine what sort of life you had that led to
your first discovery. How were you able to
make use of that knowledge? How did you
first turn it into a truly magical power? If you
lived in a big city, why didn't you join the
local wizard's college? If you were raised in a
small town, how did your burgeoning magical
talent affect the relationships you had with
friends and family?
What is it that drives you to join up
with other people at this stage in your
development? Is your quest for new
experimental ingredients at a stage where it's
simply become to dangerous to search them
out alone? Or are you eager to put the
discoveries of your past to a more rigorous
test? Perhaps you're simply in need of some
friends to pass the time with, and you feel like
your skills can be of service to them.

Quick Build
You can make a hedge mage quickly by
following these suggestions. First, Intelligence
should be your highest ability score, followed
by Constitution. Second, choose the hermit
background. Third, choose the acid splash and
poison spray cantrips, along with the 1st-level
spells burning hands and thunderwave.

Class Features
As a hedge mage, you gain the following class
features.

Hit Points
Hit Dice: 1d8 per hedge mage level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per hedge mage level
after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist's supplies
Saving Throws: Constitution, Intelligence
5

Skills: Choose two skills from Arcana,


History, Insight, Investigation, Medicine,
Nature, and Religion

one of those slots, and you cast it as a 3rdlevel spell.

Equipment

At 1st level, you know two 1st-level spells of


your choice from the hedge mage spell list.
The Spells Known column of the hedge mage
table shows when you learn more hedge mage
spells of your choice of 1st level and higher. A
spell you choose must be of a level no higher
than whats shown in the table's Slot Level
column for your level. When you reach 6th
level, for example, you learn a new hedge
mage spell, which can be 1st, 2nd, or 3rd
level.
Additionally, when you gain a level in
this class, you can choose one of the hedge
mage spells you know and replace it with
another spell from the hedge mage spell list,
which also must be of a level for which you
have spell slots.

You start with the following equipment, in


addition to the equipment granted by your
background:
(a) a light crossbow and 20 bolts or (b) any
simple weapon
(a) a set of alchemist's supplies or (b) a
healer's kit
(a) a scholars pack or (b) an explorers pack
Leather armor, a component pouch, any
simple weapon, and two daggers
Alternatively, if your campaign uses the
starting gold method, you begin play with
3d4x10 gp.

Hermetic Magic
Hermetic magic blends arcane power with
alchemical knowledge to create fantastic
effects. See chapter 10 of the Player's
Handbook for the general rules of spellcasting,
and see the end of this document for the hedge
mage spell list.

Cantrips
You know two cantrips of your choice from
the hedge mage spell list. You learn additional
hedge mage cantrips of your choice at higher
levels, as shown in the Cantrips Known
column of the hedge mage table.

Spells Known of 1st Level and Higher

Spellcasting Ability
Intelligence is your spellcasting ability for
your hedge mage spells, so you use your
Intelligence whenever a spell refers to your
spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving
throw DC for a hedge mage spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier

Spell Slots
The hedge mage table shows how many spell
slots you have. The table also shows what the
level of those slots are; all of your spell slots
are the same level. To cast one of your hedge
mage spells of 1st level or higher, you must
expend a spell slot. You regain all expended
spell slots when you finish a short or long rest.
For example, when you are 5th level,
you have two 3rd-level spell slots. To cast the
1st-level spell thunderwave, you must spend

Alchemy Tradition
At 1st level, you have devoted yourself to the
study of one of the traditions of alchemy:
Alkahest, Chrysopoeia, or Panacea, each of
which is detailed at the end of the class
description. Your choice grants you features at
1st level and again at 3rd, 6th, 10th, and 14th
level.

Infused Formulations

Magnum Opus

Hedge mages have a deep understanding of


the interactions between substances, and have
learned to harness these interactions to
augment their magical potential.
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
mage levels, you gain additional formulations
of your choice, as shown in the Formulations
Known column of the hedge mage table.
Additionally, when you gain a level in
this class, you can choose one of the
formulations you know and replace it with
another formulation that you could learn at
that level.

At 20th level your life of research helps you


reach your fullest potential. Your Intelligence
score increases by 4. Your maximum for this
score is now 24.

Ability Score Improvement


When you reach 4th level, and again at 8th,
12th, 16th, and 19th level, you can increase
one ability score of your choice by 2, or you
can increase two ability scores of your choice
by 1. As normal, you can't increase an ability
score above 20 using this feature.

Potentia Superiora
At 11th level, your experiments with alchemy
and hermetic magic unlock secret processes of
the highest potential. Choose one 6th-level
spell from the hedge mage spell list as your
potentia.
You can cast your potentia spell once
without expending a spell slot. You must
finish a long rest before you can do so again.
At higher levels, you gain more hedge
mage spells of your choice that can be cast in
this way: one 7th-level spell at 13th level, one
8th-level spell at 15th level, and one 9th-level
spell at 17th level. You regain all uses of your
Potentia Superiora when you finish a long rest.

Alchemy Traditions
The pursuit of alchemy is a lifelong quest; one
that seems incomprehensible to most who
don't understand it, and overwhelming to those
few who do. The hedge mage solves this
problem by focusing on the areas of alchemy
they study. They develop a philosophical
framework by which to understand their
discoveries and shape the goals of their
research.

Alkahest
This tradition encompasses the hedge mages
search for the perfect solvent, capable of
dissolving anything.

Bonus Cantrip
You add acid splash to your list of known
cantrips if you don't already know it. This
doesnt count against your number of cantrips
known.

Dangerous Distiller
When you hit a target with a flask of acid
crafted using your alchemist's supplies, any
creature within 5 feet of the target takes 1d6
acid damage.

Experienced Handler
Starting at 3rd level you gain resistance to acid
damage.

Precision Application
At 6th level, as an action, you may attempt to
your alchemist's supplies to open a lock or
disarm a trap as if they were thieves tools. If
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
7

deals an additional 1d8 damage. The extra


damage from this feature increases to 2d8 at
11th level, and 3d8 at 17th level.

Excruciating Dissolution
Beginning at 10th level, any creature damaged
by your spells or weapon attacks that deal acid
damage suffer disadvantage on attack rolls and
saving throws until the end of their next turn.

Universal Solvents
At 14th level, acid resistance no longer affects
damage you deal with spells or weapon attacks
that inflict acid damage, and creatures that are
immune to acid damage take half damage
from your spells and weapon attacks that deal
acid damage.
In addition, you add the melf's acid
arrow spell to your list of known spells. This
doesnt count against your number of spells
known. You may cast melf's acid arrow as a
5th level spell once without expending a spell
slot. You can't use this feature again until you
complete a long rest.

Chrysopoeia
This tradition represents the hedge mages
intense study of physical transmutations. The
quest for knowledge is often perilous, and
practitioners of this tradition learn to
transform themselves into potent weapons.

Bonus Proficiency
You gain proficiency with medium armor.

count against your number of spells known.


You may choose to use your Intelligence
modifier in place of your Strength modifier on
attack rolls and damage rolls while using
weapons that you have enchanted with these
spells.

Ritual Transmutations
Starting at 6th level, you may cast any 1st
level hermetic magic spell you know from the
transmutation school and has a duration longer
than instantaneous as a ritual. When you
complete the ritual, the duration of the spell
becomes 8 hours. Starting at 13th level you
may cast any 1st or 2nd level hermetic magic
spell you know from the transmutation school
in this way. You must complete a long rest
before using this feature again.

Mithrilweave Threading
At 10th level, you gain a +1 bonus to armor
class as long as you are wearing armor.

Flawed Philosopher's Stone


When you reach 14 level, as an action you can
hurl a flawed philosopher's stone at a hostile
creature within 20 feet of you that you can see,
treating the stone as an improvised weapon.
On impact the stone shatters, inflicting 10d10
force damage to the target creature. You must
complete a long rest before using this feature
again.

Panacea

You add double your normal proficiency


bonus when using your alchemist's supplies.
Additionally, the gold and time you
must spend to create alchemical items is
halved.

Some hedge mages practice their craft as a


way to conquer disease and to improve the
general health of the communities they live in.
They devote themselves to the study of
Panacea; the tradition that seeks out new
poultices and potions in the effort to cure all
the worlds ailments.

Martial Optimization

Medicinal Lore

Alchemical Expertise

At 3rd level you add the magic weapon spell


to your list of known spells if you don't
already know it. At 5th level you add the
elemental weapon spell to your list of known
spells if you don't already know it. These dont

You gain proficiency with the herbalist's kit.


In addition, whenever you make a Wisdom
(Medicine) check to diagnose a disease, you
are considered proficient in the Medicine skill
8

and add double your proficiency bonus to the


check, instead of your normal proficiency
bonus.

Expanded Spell List


The healing lore you learn while studying the
tradition of Panacea can be blended with your
hermetic magic to create a range of new
effects. Starting at first level this feature lets
you choose from an expanded list of spells
when you learn a new hedge mage spell.
The following spells are added to the hedge
mage spell list for you.
Panacea Expanded Spells
Spell Level Spells
1st

cure wounds, detect poison &


disease

2nd

lesser restoration, protection


from poison

3rd

create food and water, revivify

4th

aura of purity, death ward

5th

greater restoration, hallow

Potion Adept
Beginning at 3rd level, when you use a
herbalist's kit to craft healing potions, the gold
and time you must spend to create potions is
halved. The potions you create in this way
heal an additional 1d4+1 hit points. This
additional healing increases by 1d4+1 when
you reach 5th level (2d4+2), 9th level (3d4+3),
13th level (4d4+4), and 17th level (5d4+5).

Efficacious Vaccinations
People under your care are much more
resistant to the plagues of nature. Starting at
6th level, you may spend one hour caring for
the health of up to six people, including
yourself. Anyone who receives this care gains
advantage on saving throws to resist or
recover from the effects of magical and
nonmagical diseases, as well as resistance to
poison damage and any damage caused by
disease for 24 hours.

Unmatched Restoratives
At 10th level you become immune to magical
and nonmagical disease. Creatures under your
care receive double the normal benefit from a
successful saving throw when recovering from
disease. Creatures restored by your lesser
restoration spell or greater restoration spell
are immune to any effects the spell would
normally cure for 24 hours.

Bolster Health
Beginning at 14th level, up to six friendly
creatures that complete a long rest under your
care gain temporary hit points equal to your
hedge mage level + your Intelligence modifier.
In addition, these creatures are immune to
magical and nonmagical diseases and the
poisoned condition for 24 hours.

Infused Formulations
If an infused formulation has prerequisites,
you must meet them to learn it. You can learn
the formulation at the same time that you meet
its prerequisites.

Aerostative Injection
Prerequisite: 9th level
You can cast levitate on yourself at will,
without expending a spell slot or material
components.

Anesthetizing Fulmination
Prerequisite: 9th level, Panacea feature
Your sleep spell now affects all creatures
within its area of effect with current hit points
less than or equal to the total of your roll.
Creatures normally immune to sleep are still
unaffected.

Bulette Scale Infusion


Prerequisite: 7th level
You gain proficiency with shields.

Caltropic Crystallization Process


Prerequisite: 5th level
You can cast spike growth once using a hedge
mage spell slot. You cant do so again until
you finish a long rest.
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You gain proficiency in the Stealth and Sleight


of Hand skills.

for more than one minute. You may not use


this ability again until you complete a long
rest.

Caustic Solvents

Extrusion of Gecko Finger

Cat's Paw Concoction

Prerequisite: 12th level, Alkahest feature


When a creature you target with your acid
splash cantrip takes damage from the spell, the
creature takes extra acid damage equal to your
Intelligence modifier (minimum 1).

Prerequisite: 9th level


You can cast spider climb on yourself at will,
without expending a spell slot or material
components.

Choking Vapors

You can see normally in darkness, both


magical and nonmagical, to a distance of 120
feet.

Prerequisite: poison spray cantrip


When the creature you target with poison
spray fails its saving throw, it suffers
additional poison damage equal to your
Intelligence modifier (minimum 1).

Circle of Silvered Salts


Prerequisite: 5th level
You can cast magic circle once using a hedge
mage spell slot. You cant do so again until
you finish a long rest.

Eye of Owl Distillation

Fuel/Air Ratio
Alchemist's fire that you create with your
alchemist's supplies deals an additional 1d4
fire damage, and the Dexterity save DC to
extinguish the flames is equal to your spell
save DC. You are considered proficient with
ranged attacks using alchemist's fire.

Gohr'tamon's Incredible Elixir

You can cast feather fall at will, without


expending a spell slot.

Prerequisite: 15th level


You can cast enhance ability on yourself at
will, without expending a spell slot.

Dragoneye Elixir

Hydra Fang Preparation

Downfeather Concentrate

Prerequisite: 15th level


You can cast see invisibility at will, without
expending a spell slot.

Dynamic Discharge

Prerequisite: 7th level


You can attack twice, instead of once,
whenever you take the Attack action on your
turn.

Prerequisite: 7th level


You can cast lightning arrow once using a
hedge mage spell slot. You cant do so again
until you finish a long rest.

Ironbark Oil

Emulsion of Bear Hide


You can cast mage armor at will, without
expending a spell slot or material components.

You can cast bane once using a hedge mage


spell slot. You cant do so again until you
finish a long rest.

Enduring Treatment

Mantis Arm Distillate

th

Prerequisite: 5 level, Chrysopoeia feature


When you cast the magic weapon spell or
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

You can cast shillelagh at will, without


expending a spell slot or material components.

Itching Powder Grenades

Prerequisite: 7th level


You can cast true strike as a bonus action.

10

Smoke Bomb
Meticulous Medical Text
Prerequisite: Panacea feature
You have collected a book of medicinal lore
that you have compiled over your years of
study and practice.
While you possess this book, you can
use its teachings to help revitalize your
wounded allies during a short rest. If you or
any friendly creatures under your care regain
hit points at the end of the short rest, each of
those creatures regains an extra 1d4 hit points.
The extra hit points increase to 1d6 at 9th
level, to 1d8 at 13th level, and to 1d10 at 17th
level.
If the book is ever lost or destroyed
you can recreate it. The process takes one
week and costs 50 gp for various inks and
bookbinding supplies.

Noxious Fumes
Prerequisite: poison spray cantrip
When a creature you target with poison spray
fails its saving throw, it becomes poisoned
until the end of its next turn.

Pernicious Corrosive
Prerequisite: 5th level, Alkahest feature
A creature that fails its save against your acid
splash cantrip takes an additional 1d6 acid
damage from the spell at the start of its next
turn.

Phosphorescent Formulation
Prerequisite: 9th level
You can cast guiding bolt as a 1st level spell at
will, without expending a spell slot.

Powdered Antimony Application


You can cast charm person as a 1st level spell
once, without expending a spell slot. You
cant do so again until you finish a long rest.

Prerequisite: 5th level


You can cast shield once using a hedge mage
spell slot. You cant do so again until you
finish a long rest.

Tincture of Quicksilver
You gain proficiency in the Acrobatics and
Athletics skills.

Trollblood Transfusion
You can cast false life on yourself at will as a
1st-level spell, without expending a spell slot
or material components.

Truesilver Transformation
Prerequisite: 15th level, Chrysopoeia feature
You may use your Potentia Superiora (6th
level) to cast magic weapon as if you had used
a 6th level spell slot. You may use your
Potentia Superiora (7th level) to cast
elemental weapon as if you had used a 7th
level spell slot. In addition to the usual effects
of the spell, any weapon you target with this
feature scores a critical hit on a roll of 19-20.

Wild Boar Fulminate


Prerequisite: 15th level
You cause one creature within 30 feet of you
and within line of sight to fly into an
uncontrollable frenzy. Unwilling creatures can
attempt a Wisdom saving throw using your
spell save DC to resist the effects. The
affected creature gains the benefits of a
barbarians Rage feature as if it were a 1st level
barbarian. The rage lasts for a number of
rounds equal to your Intelligence modifier
(minimum 1), and can't be ended early. When
the rage ends, the target immediately suffers
one level of exhaustion. You cant use this
ability 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.
11

Hedge Mage Spell List


Cantrips
Acid Splash
Blade Ward
Friends
Mending
Poison Spray
Produce Flame
Shocking Grasp
Spare the Dying
True Strike
1st Level
Burning Hands
Charm Person
Color Spray
Expeditious Retreat
Faerie Fire
Feather Fall
Fog Cloud
Guiding Bolt
Grease
Identify
Jump
Longstrider
Purify Food and Drink
Ray of Sickness
Sleep
Thunderwave
2nd Level
Aid
Barkskin
Blindness/Deafness
Darkvision
Enhance Ability
Enlarge/Reduce
Gentle Repose
Hold Person
Invisibility
Levitate
Magic Weapon
Nystul's Magic Aura
See Invisibility
Spider Climb
Web
3rd Level
Animate Dead
Clairvoyance
Daylight
Elemental Weapon
Feign Death
Fly
Gaseous Form
Haste
Meld into Stone

Protection from Energy


Nondetection
Speak with Dead
Water Breathing
Water Walk
4th Level
Confusion
Conjure Minor Elementals
Evard's Black Tentacles
Fabricate
Fire Shield
Freedom of Movement
Giant Insect
Greater Invisibility
Ottiluke's Resilient Sphere
Polymorph
Stoneskin
5th Level
Antilife Shell
Awaken
Cone of Cold
Conjure Elemental
Destructive Wave
Dream
Hold Monster
Modify Memory
Passwall
Raise Dead
Scrying
6th Level
Disintegrate
Flesh to Stone
Forbiddance
Guards and Wards
Magic Jar
True Seeing
Wind Walk
7th Level
Prismatic Spray
Regenerate
Resurrection
Simulacrum
Symbol
8th Level
Demiplane
Glibness
Telepathy
9th Level
Foresight
Time Stop
True Polymorph
12

New Hedge Mage Spells

Spell Descriptions

The Hedge Mage adds the following spells to


the Hedge Mage Spell List.

The spells are presented in alphabetical order.

Hedge Mage Spells


Cantrips (0 level)
Alchemist's Lantern
Dazzling Flash
1st Level
Anesthetic
Defensive Discharge
Ice Bombs
Walking Fish
2nd Level
Blinding Blast
Euphoric Mist
Eyes of the Raptor
3rd Level
Furious Flash
Greater Anesthetic
Warning of Disaster
4th Level
Creeping Glob
Vision of the Prophets
5th Level
Static Shackles
6th Level
Corrosive Wall
7th Level
Prophetic Musings
8th Level
Gohr'tamon's Extreme Solution
9th Level
Endothermic Explosion

Alchemist's Lantern
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: S, M (a shard of phosphorescent
crystal)
Duration: 1 hour
For the duration of the spell, an object that you
touch sheds dim light in a 60 foot radius. The
light may be blue, yellow, or green as you
desire. Completely covering the object with
something opaque blocks the light. As an
action you can dismiss the spell.
Anesthetic
1st level transmutation
Casting Time: 1 action
Range: Touch
Components: S, M (a pin and a small piece of
chemically treated leather)
Duration: Concentration, up to 1 minute
While under the effects of this spell
bludgeoning, piercing, and slashing damage
taken by the target creature from non magical
weapons is reduced by 3.
Blinding Blast
2nd level evocation
Casting Time: 1 action
Range: 30 feet
Components: S, M (a fine copper filament
and a pinch of phosphorus)
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


successful save.
At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
the damage increases by 1d6 radiant damage
for each spell level above 2nd.
Corrosive Wall
6th level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a pinch of potash and a
drop of water)
Duration: Concentration, up to 10 minutes.
You create a twenty-foot tall wall of a pale
yellow powdery substance on a solid surface
within range. You can form it into a ring with
a radius of up to 10 feet, or you can shape a
flat surface made up of ten 10-foot-square
panels. Each panel must be contiguous with
another panel. In any form, the wall is 1 foot
thick and lasts for the duration.
If the wall cuts through a creatures
space when it appears, the creature within its
area is pushed to one side of the wall and must
make a Dexterity saving throw. On a failed
save, the creature takes 8d6 acid damage, or
half as much damage on a successful save.
The wall is an object that can be
damaged and thus breached. It has AC 10 and
30 hit points per 10-foot section. Striking the
wall with a melee attack causes 1d6 acid
damage to the attacker. Reducing a 10-foot
section of wall to 0 hit points causes that
section to collapse, leaving a cloud of pale
yellow dust in its place. Any creature that
attempts to move through the dust cloud must
make a Constitution saving throw. That
creature takes 5d6 acid damage on a failed
save, or half as much on a successful one.
Creeping Glob
4th level conjuration
Casting Time: 1 action
Range: 10 feet

Components: S, M (a crystal of vitriol and a


ball of tar)
Duration: Concentration, up to 1 minute
A 5-foot diameter glob of viscous liquid
bubbles up from the ground at the location you
specify and lasts for the duration. When you
cast this spell, and as an action on your turn,
the glob can launch a palm-sized clump of
sticky goo at a target creature within 60 feet.
Targets must succeed at a Dexterity saving
throw or suffer 3d8 acid damage, or half as
much on a successful save.
As a bonus action, on your turn you
may direct the glob to move up to 20 feet.
The glob can squeeze through any opening as
small as 1 inch and may flow over low barriers
no more than 5 feet high, but it can not climb
walls.
Dazzling Flash
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous
You conjure a painfully bright flash of light.
A target creature in range that can see you
must succeed at a Constitution saving throw or
it suffers disadvantage on the next attack roll it
makes before the end of its next turn.
Defensive Discharge
1st level evocation
Casting Time: 1 reaction, which you take in
response to being damaged by a melee attack
made by a creature that you can see.
Range: 5 feet
Components: S
Duration: Instantaneous
A matrix of ambient static electricity retaliates
against attackers. The creature that struck
you and dealt damage to you must make a
Dexterity saving throw or be shocked with a
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jolt of electricity that deals 2d10 lightning


damage, or half as much on a failed save.
Creatures wielding metal weapons have
disadvantage on this saving throw.
At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d10 lightning
damage for each spell level above 1st.
Euphoric Mist
2nd level enchantment
Casting Time: 1 action
Range: 60 feet
Components: S, M (a palm-sized glass globe
filled with a silver vapor)
Duration: Instantaneous

failed saving throw creatures becomes frozen


solid and are petrified, or take 20d8 cold
damage on a successful saving throw.
A huge or larger sized creature that is
only partially inside the area of effect has
advantage on the saving throw.
Eyes of the Raptor
2nd level divination
Casting Time: 1 action
Range: Self
Components: S, M (the eye of an eagle,
hawk, or similar bird of prey)
Duration: Concentration, up to 10 minutes

A thin layer of wispy silver mist fills a 20foot-radius area. Creatures exposed to the mist
must make a Constitution saving throw. On a
failed save the creature moves at half speed,
cannot use reactions, and has disadvantage on
Intelligence, Wisdom, and Charisma based
saving throws for 1 minute. At the end of each
of its turns, an effected creature can make
another Constitution saving throw. On a
success, the spell ends for that creature.
Creatures immune to poison, as well as
constructs, undead, and creatures that
otherwise do not need to breathe are not
effected by this spell.

Your eyesight sharpens, granting you vision


comparable to a bird of prey. For the duration
of the spell you have advantage on any
Wisdom (Perception) checks that rely on sight.
Additionally, with a good vantage point and
an unobstructed line of sight, you can make
out the position and movement of small or
larger sized creatures from a distance of up to
1 mile.
At Higher Levels. When you cast this
spell using a 3rd level spell slot the duration
increases to 1 hour. When you cast this spell
using a 4th level spell slot the duration
increases to 8 hours. When you cast this spell
using a 5th level spell slot the duration
increases to 24 hours.

Endothermic Explosion
9 level evocation

Furious Flash
3rd level evocation

Casting Time: 1 action


Range: Self (15-foot radius sphere)
Components: V, S, M (a pinch of salt, a
witherite crystal, and a handful of sapphire
dust worth at least 500gp)
Duration: Instantaneous

Casting Time: 1 action


Range: 30 feet
Components: V, S, M (a tiny paper sack
filled with sulfur and saltpeter)
Duration: Instantaneous

A wave of arcane energy steals the heat from


the area immediately around you, and a blast
of pure cold fills the area. This blast spreads
around corners. Creatures caught in the area
must make a Constitution saving throw. On a

You hurl a small, harmless looking paper sack


at a target within range. Make a ranged spell
attack roll, on a successful hit the target takes
3d6 fire damage and 3d6 thunder damage and
must succeed a Constitution save or be
stunned for 1 round
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At Higher Levels. When you cast this


spell using a spell slot of 4th level or higher,
the damage increases by 1d6 fire damage and
1d6 thunder damage for each spell level above
3rd.

Casting Time: 1 action


Range: Touch
Components: S, M (a lump of putty pressed
inside a metal ball and sealed)
Duration: Concentration, up to 1 minute

Gohr'tamon's Extreme Solution


8th level evocation

For the duration of the spell the target gains


resistance to all damage except for psychic
and force damage.

Casting Time: 10 minutes


Range: Touch
Components: V, S, M (a pound of clay, a
pound of sulfur, and a pound of saltpeter)
Duration: Concentration, up to 1 minute.
You carefully treat the foundations of a
structure with an unstable alchemical mixture.
When the spell ends, either because your
concentration is broken or because you decide
to end it, the mixture ignites causing a huge
explosion.
The explosion deals 75 bludgeoning
damage and 75 fire damage to the target
structure. Any structure not destroyed outright
begins to burn. At the end of each turn (after
the final initiative is resolved, but before a
new round begins) roll a DC 10 saving throw
for the building. If it fails, the structure
suffers an additional 50 fire damage. If it
succeeds, it takes no damage. If the structure
succeeds at three saving throws before it
collapses, the fire is extinguished. If the
structure drops to 0 hit points, it collapses and
potentially damages nearby creatures. A
creature within half the distance of a
structures height must make a Dexterity
saving throw. On a failed save, the creature
takes 5d6 bludgeoning damage, is knocked
prone, and is buried in the rubble, requiring a
DC 20 Strength (Athletics) check as an action
to escape. The DM can adjust the DC higher
or lower, depending on the nature of the
rubble. On a successful save, the creature
takes half as much damage and doesnt fall
prone or become buried.
Greater Anesthetic
3rd level transmutation

Ice Bombs
1st level evocation
Casting Time: 1 action
Range: 30 feet
Components: S, M (a pinch of salt and a
cluster of specially prepared witherite crystals)
Duration: Instantaneous
You throw a magical orb containing a
specially prepared alchemical mixture at one
target creature within your line of sight. Make
a ranged spell attack against the target. On a
successful hit, the target takes 3d8 cold
damage and has its speed reduced by 10 feet
until the start of your next turn.
At Higher Levels. When you cast this
spell using a spell slot of 3rd level or 4th level,
you create one additional orb. When you cast
this spell using a spell slot of 5th level you
create two additional orbs. Each orb can be
thrown at a target of your choice within range,
and requires its own ranged spell attack roll.
Prophetic Musings
7th level divination
Casting Time: 10 minutes
Range: Self
Components: S, M (a piece of parchment, a
quill, a bottle of ink, and a crystal bowl worth
100gp)
Duration: 24 hours
You fill your crystal bowl with a strange
liquid that gives off a yellowish, sweetsmelling vapor. As you inhale the vapors you
see visions of possible futures, and hurry to
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write them down before they fade from your


mind. The crystal bowl is not consumed by the
casting of this spell.
When you cast this spell, roll 1d6 three
times and record each result. Consult the table
below and compare the results. These are your
prophecies. For the duration of this spell you
may choose to spend one of your prophecies at
any time in order to trigger the effect. Once
you spend all your prophecies the spells
duration ends.

suffers 4d8 lightning damage. On a successful


save the creature takes only half as much
lightning damage and is not restrained.
Creatures wearing metal armor have
disadvantage on any saving throw to resist the
effects of this spell.
If a creature that starts its turn inside
the field takes any action on its turn other than
attempting to move out of the field, it
immediately takes an additional 1d8 lightning
damage.

Dice Prophecy
Roll

Vision of the Prophets


4th level illusion

Act of Heroism. If you or one of your allies


falls to 0 hit points, you may choose to have
that ally immediately regain hit points equal to
of their total hit points.

2, 3 Hand of Fate. If you or one of your allies

suffers a critical hit, you may choose to have


that ally suffer no damage from the critical hit.
Any other effects the attack might have
(disarmed, knocked prone, etc.) occur
normally.

4, 5 Reversal of Fortune. If you or one of your

allies rolls a 1 on an attack roll, ability check,


or saving throw, you may choose to treat that
result as a 20 instead.

Time of Plenty. If you find a treasure that


contains coins, the amount of coins contained
in the treasure is increased by 50%.

Static Shackles
5th level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (One copper nail, one
iron nail, and a lemon)
Duration: Concentration, up to 10 minutes
A 20 foot radius area centered on a point you
choose within range becomes charged with a
field of static electricity. The field spreads
around corners. A creature that enters the field
or starts any of its turns inside the field must
make a Strength saving throw. On a failed
saving throw, target creature is restrained and

Casting Time: 1 action


Range: 60 feet
Components: S, M (a hollow crystalline bead
filled with a sweet-smelling gas)
Duration: Instantaneous
When you cast this spell make a ranged spell
attack against one target creature in range that
you can see. If you hit the target creature it
suffers from debilitating hallucinations for 1
minute. A hallucinating creature drops
whatever it is holding and is frightened of you.
In addition, the creature may behave
strangely. At the start of each of its turns, roll
1d10 and compare the result to the following
table to determine the creatures behavior.
Die Roll Behavior
1, 2, 3 Creature uses all its movement to move as
far from you as it can. It takes no actions
or reactions this turn.

4, 5, 6 Creature doesn't move, or take actions or


reactions this turn.

Creature sees a brief glimpse of the


immediate future. It can roll a d20 and
substitute the result
with any one attack roll, ability check, or
saving throw made by one of its allies
before the end of this turn.

8, 9, 10 Creature can move and act normally.


At the end of each of its turns, the
effected creature can make a Constitution

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.

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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
chapter 6 of the Player's Handbook.

Thanks to everyone who downloaded this


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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