## Arcane Tradition: 
### The Hedge Mage

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#### What is a Hedge Mage?

  
Hedge Mages are wizards who practice their craft on the fringes of society, such as in small villages, deep within forests, aboard sailing vessels, or hidden amongst the slums of large cities. 

Explorers and experimenters, most Hedge Mages are self taught or receive varied and unorthodox training in their craft. Trading specialisation for versatility, they expand their knowledge and expertise to fit their needs, recognising the flaws in relying on magical talent alone.

United only by an independent spirit and a shared outook on life, no two Hedge Mages are alike. Some make their living providing vital services such as village healers or magical investigators, others perform as travelling stage magicians, work as spies or devote their magical knowledge to a life of crime. Many use their talents to become adventurers, travelling the world seeking out magical artefacts, long forgotten knowledge, or simply a handsome profit.



#### Bonus Proficiencies
When you choose this tradition at 2nd level, you gain proficiency in one skill of your choice.

You also learn two languages of your choice, or one language and one tool proficiency.








#### Arcane Experimenter
Without traditonal training, Hedge Mages often learn their craft through a mix of self-guided research, experimentation, and the reverse engineering of magical effects they've witnessed. This can sometimes lead to the casting of spells with unpredictable results or the replication of magical effects not usually available to those with strictly arcane training.


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When you choose this archetype at 2nd level, you learn the *Chaos Bolt* spell as a result of your extensive and unguided experimentation. This spell is always prepared for you and does not count against the number of spells you can prepare each day. 

Unlike other wizard spells, this spell is not stored in your spellbook, but is instead committed to memory and cast instictively. You retain the ability to cast this spell, even if your spelbook is lost.

Furthermore, when you learn a new wizard cantrip, you can choose a cantrip from the bard or druid spell list instead. 

Finally, when you find a spell of 1st level or higher which does not appear on the wizard spell list, you can attempt to add it to your spell list if it meets the following requirements:

 * The spell does not restore hit points to a character.
 * The spell appears on the bard or druid spell lists.
 * The spell is of a level you can prepare, and no higher than 5th level.

You must spend one hour per spell level studying the spell, in an attempt to assertain how it works. At the end of this time you must make an Intellgence (Arcana) ability check. 
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**Ability Check DC =** 15 + the spell's level.
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On a success, the spell is added to the wizard spell list for you, and you may add the spell to your spellbook as normal, following all other restrictions for learning a new spell. 

On a failure, you remain unable to learn the spell, however the next time you make this ability check in an attempt to decipher the same spell, the DC is lowered by 1 (you can only reduce the DC in this way by a maximum of 2).

You cannot benefit from advantage when making this ability check.

The spells and cantrips you learn with this feature count as wizard spells for you, but other wizards may not learn them from your spellbook.

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##### Customising Spells
As a Hedge Mage, the spells you learn are a result of experimentation even more so than any other wizards. To reflect this, try altering your spells slightly to represent the unique quirks in your self taught style of magic.
  
  For example, perhaps your spells which do fire damage have an usually coloured flame, or you may be required to sing whenever casting a spell you first learned from a bard.
  
  With your DM's support, you could also consider using alternative material components or a different type of focus when casting your spells.
  
  You could even discuss with your DM the possibility of changing the damage types of certain spells to reflect the mistakes or material compromises you made when originally developing them.

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#### Intuitive Aptitude
A keen intellect and boundless curiosity mean that most Hedge Mages develop the ability to rapidly absorb new information, making them quick studies.

At 6th level, choose two skills from the following list with which you are proficient; Arcana, History, Insight, Investigation, Medicine, and Religion. 

Your proficiency bonus is doubled for ability checks you make with those skills.

Furthermore, as part of a long rest, you can spend time in study and contemplation, pouring through your notes and tomes of lore to prepare for the expected challenges of the day ahead.

Whenever you complete a long rest you can choose one skill from one of the following list with which you are not proficient; Animal Handling, Arcana, History, Investigtion, Medicine, Nature, Religion or Survival.

You are considered proficienct with the chosen skill or tool until the end of your next long rest. 





#### Always Prepared
In order to survive in the world, Hedge Mages know that preparation can be the difference between life and death. 

Once you reach 10th level, choose two 1st level and two 2nd level spells from your spellbook, these spells are now always prepared for you and do not count against the number of spells you can prepare each day. You retain the ability to cast these spells even if your spellbook is lost. 

In addition, you can use your Intelligence modifier, instead of Dexterity, whenever you are required to roll initiative.


#### School of Hard Knocks
Numerous close calls with death and intensive study of the dangers of the world ensure Hedge Mages are typically hardier than most other wizards, and are well prepared for almost any challange they may come across.

When you reach 14th level in this archetype, you gain proficiency in your choice of Dexterity or Constitution saving throws.

Additionaly, when you roll an ability check using your intelligence modifier, you can treat a d20 roll of 9 or lower as a 10.

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> ##### Credit
> Version 2.0
> Created by: RobotsVsLions
>
> Art: ©Wizards of the Coast LLC. 
>
> Hedge Mage is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. 

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