School Of Hedge Magic

Unlike contemporaries that push the bounds of one school of magic, you instead master the fundamentals and strengthen simple spells any layman would only treat as a minor feat to learn. With such a study, you've gained access to a large variety of magic.

Subclass Features

Hedge Magic Savant

2nd-level Hedge Magic feature
All cantrips, 1st level spells, and spells with the ritual tag count as wizard spells for you only for the purposes of your wizard Spellcasting feature.

You also learn two cantrips of your choice from any spell list. These cantrips count as wizard spells for you, but don’t count against your number of cantrips known. Additionally, you learn another cantrip of your choice at 6th and 14th level.

Simple Multiplication

2nd-level Hedge Magic feature
As a part of the same action you use to cast a cantrip, you can expend a spell slot to cast it one additional time for each slot level. All casts of the cantrip made this way are treated as a single spell and, if required, share a single concentration to maintain. You can use this feature once per turn.

Enhanced Fundamental

6th-level Hedge Magic feature
When you cast a 1st level spell using a spell slot of 2nd level or higher, you can add your proficiency bonus to one of its rolls for each slot level above 1st, so long as this bonus is not applied more than once against the same target (e.g. using all darts of the Magic Missile spell against one creature).

Bountiful Basics

10th-level Hedge Magic feature
You gain two additional wizard spell slots of 1st level. Further, you regain all your expended 1st level spell slots whenever you finish a short rest.

Expanded Rituals

14th-level Hedge Magic feature
You can cast any 1st level spell as a ritual, provided it doesn't restore hit points or have a casting time of 1 reaction. Spells cast in this way are casted at 1st level and end early if you cast the spell again.


Art By Simona Nacci

Subclass by Geo K