```metadata title: Wizard Schools description: |- Hedge Magic V1.3 School of Chronomancy V3.0 tags: '' systems: - 5e renderer: legacy ```
## Wizard School: Hedge Magic
Hedge mages have spent their time exploring the fundamentals of spellcasting, gaining a mastery over the simplest of spells. While other wizards are taught strict principles of spellcasting, they have learned to throw out these rules where appropriate and use their intuition when they cast. As a hedge mage, you were not trained at an arcane college or under the tutelage of a master mage. Instead, you have had the knowledge of magic passed down to you by another, or were self-taught through years of trial and error. While they may not hold positions of great power, hedge mages are respected members of their communities, or else welcomed travellers.
##### Hedge Magic Features | Wizard Level | Feature | |:----:|:-------------| | 2nd | Master the Basics, Versatile Cantrips | | 6th | Practice Makes Perfect | | 10th | Unconventional Casting | | 14th | Sagacious Cunning | ``` ```
#### Master the Basics Hedge mages frequently learn much of the world outside of their areas of expertise. Beginning when you select this school at 2nd level, you may choose two additional proficiencies from the following list: Animal Handling, Nature, Sleight of Hand, Stealth, Survival. #### Versatile Cantrips Focusing on the basics of spellcasting, you have found a way to increase the potency of even the most fundamental spells. From 2nd level, whenever you cast a cantrip, you may attempt to empower it using a spell slot. You may deal additional damage, whilst also increasing your spell attack roll or spell save DC as appropriate. The amount that they are increased by is outlined in the Empowered Cantrip Effects table.
##### Empowered Cantrip Effects | Spell Slot Level | Additional Damage | Spell Attack Roll | Spell Save DC | |:----:|:----:|:----:|:----:| | 1st | +2dX | +2 | +2 | | 2nd | +3dX | +3 | +3 | | 3rd | +5dX | +5 | +5 | | 4th | +6dX | +6 | +6 | | 5th | +8dX | +8 | +8 |
#### Practice Makes Perfect Casting simple spells becomes second nature to you, rarely taking more than a moment of thought. At 6th level, you may cast any cantrip that has a casting time of 1 action as a bonus action. If the cantrip deals damage that would typically scale with level, you may only cast it at its base level. Additionally, you may not empower this cantrip in any way. #### Unconventional Casting Without undergoing formal training, you have never been forced to abide by conventional rules of spellcasting. Starting at 10th level, when you cast a spell requiring a saving throw, you may change the saving throw from one ability score to another of your choice. If the spell typically requires an Intelligence, Wisdom, or Charisma saving throw, you may substitute it for one of the other ability scores on that list. Similarly, if the spell originally required a Strength, Dexterity, or Constitution saving throw, you may substitute it for one of the other ability scores on that list. This feature may be used a number of times equal to your Intelligence modifier. All uses are replenished after a long rest. #### Sagacious Cunning Often finding yourself in dire situations, you've discovered a knack for escaping them unscathed. From 14th level, whenever a creature forces you to make a saving throw, you may expend a use of Unconventional Casting to substitute it for an alternative saving throw using the same rules as Unconventional Casting. \page ## Wizard School: School of Chronomancy
The School of Chronomancy explores the fabric of time. As you focus your studies in this school, you begin to see ways in which the fabric can be stretched or altered to meet your needs. Wielding a knowledge of time, you are granted the ability to hinder your enemies or bolster your allies to great feats. Time is a tricky thing to tamper with on a whim and, as such, knowledge of chronomancy is passed on to only those who have proven themselves worthy and responsible enough to handle it. They may act as cloistered scholars or wanderers, only coming to prove their power when the world is in dire need of their skills.
##### School of Chronomancy Features | Wizard Level | Feature | |:----:|:-------------| | 2nd | Unchanged by Time, Moments | | 6th | Cometh the Hour | | 10th | Time Bubble | | 14th | Temporal Mastery | ``` ```
#### Unchanged by Time For you, the passing of time is no more than an inconvenience. Starting from 2nd level, you are immune to any attempts to magically reduce your speed, make you lose your reaction, or delay your abilities (such as by the *slow* spell). Additionally, for every 2 years that pass, your body ages only 1 year. #### Moments You can alter the flow of time around yourself, aiding your allies or hindering your enemies. When you choose this school at 2nd level, you gain access to moments. Whenever you finish a long rest, you may choose two moments from the list below to gain access to. To use a moment, you must be able to see the creature you are targeting and expend a reaction at the start of the creature's turn (unless otherwise stated) to do so. - **Hasten** - Until the end of their turn, the target's movement speed is increased by 10 feet and they have a bonus to attack rolls equal to your Intelligence modifier. - **Hamper** - The target must make a Wisdom saving throw against your spell save DC. On a fail, their movement speed is decreased by 10 feet and they have a penalty to any attack rolls equal to your Intelligence modifier until the end of their turn. - **Delay** - Whenever a creature uses an action on their turn to cast a spell, you may force the target to make a Wisdom saving throw against your spell save DC. On a fail, the effects of the spell are delayed until the start of the creature's next turn, originating from the position the creature was standing in when the spell was cast if it targets an area. - **Surge** - The target may take a second action on their turn. If they do so, they may not use an action on their next turn. - **Reap** - If the target has disadvantage on a d20 roll, you may allow them to instead roll normally. However, once used the target will have disadvantage on another d20 roll of the DMs choice within the next 24 hours. - **Sow** - You allow the target to restore their health by expending a number of their Hit Dice equal to your proficiency bonus, as if they were taking a short rest. They will not regain any other lost resources that they normally would on completing a short rest and those Hit Dice will be depleted from their pool. You can use your moments a number of times equal to your Intelligence modifier. You regain any expended uses when you finish a long rest. #### Cometh the Hour When you can manipulate the flow of time around you as a reflex, finding the right time to strike is often second nature. At 6th level, you may choose when you take your turn during the first round of combat. Once the first round has ended, your turn returns to its normal place in initiative order. You can use this feature a number of times equal to your Intelligence modifier. You regain any expended uses when you finish a long rest. \page
#### Time Bubble In times of dire need, you can briefly create a pocket of time to act as a safe haven for yourself and allies. From 10th level, you use an action to decelerate time and create an unaffected bubble centred on yourself. The bubble is a 15-foot-radius sphere, lasts for 2 rounds, and causes the following effects: - Any creatures outside of the bubble have their movement speed halved. - Any creatures outside of the bubble may only make one attack if they take the Attack action on their turn, even if they may normally make multiple attacks. - Any attack rolls made by creatures outside the bubble against those inside the bubble will have disadvantage. - Any attack rolls made by creatures within the bubble that target those outside the bubble will have advantage. - The duration of any effects or spells cast with a duration outside the bubble will pass half as quickly until this effect ends. - Any creatures within the bubble have advantage on Dexterity saving throws against effects originating from outside the bubble. Once you use this feature, you can't use it again until you finish a long rest. ``` ```
#### Temporal Mastery Starting at 14th level, you hone your skills and become more effective at evaluating the diverging flow of time. You may use your reaction at the end of another creature's turn, allowing them to retake their turn from the beginning. Any movement, actions, and bonus actions taken during that time are reversed, as well as any gained or lost resources. Each time you use this ability, you gain 1 point of exhaustion. All points of exhaustion gained this way are removed upon completing a long rest.
##### Art Credits - Image 1 - Zack Stella - Image 2 - Sigantium