Hedge Mage
Source: Elaris Unbroken
While almost all wizards study in formal schools under the tutelage of a wise master, some wizards reject traditional arcane schooling and strike out into the world to learn by doing. These rare few who hone their craft out in the wilds are referred to as Hedge Wizards. Though their methods are frowned upon by formal wizarding schools, any archmage worthy of his station will reluctantly recognize that Hedge Wizards are the true masters of the low magics.
Regardless of their background, all Hedge Wizards reject the traditional methods of wizardry. When creating your Hedge Wizard consider how your spellcasting and spellbook may differ from a wizard who attended a formal school.
Forbidden Schools
1st-Level Wizard (Hedge Mage) Feature As a hedge mage, your studies are on what worked for you, rather than any proper training. Choose two schools of magic as your forbidden schools. You cannot learn or cast spells of these schools. You cannot choose universal magic as a forbidden school.Cantrip Savant
1st-Level Wizard (Hedge Mage) Feature Your unorthodox relationship with arcane magic allows you to you learn fundamental magics not traditionally associated with wizards. When you adopt this Arcane Tradition, you learn one cantrip of your choice from any Arcane spell list. The chosen cantrip counts as a wizard spell for you, but does not count against your total number of Cantrips Known. You learn additional cantrips in this way as you gain levels in this class; one each at 6th level, 10th level, and 14th level.Self-Taught
1st-Level Wizard (Hedge Mage) Feature Your deep understanding of the low magics allows you to add them to your spellbook at a discount. The time you must spend to copy any spell of a level equal to half your proficiency bonus or lower into your spellbook is halved, and the cost of the materials and inks is reduced by 50 gold.On the Fly
6th-Level Wizard (Hedge Mage) Feature Your skill with basic magic is second to none, allowing you to spontaneously cast low-level spells that you haven't prepared. You can use your action to cast any spell of 2nd-level or lower from your spellbook, even if you don't have the spell prepared, expending the appropriate spell slot. The spell must have a casting time of one action. You can cast a spell in this way a number of times equal to your Wizard Power Reservoir, and you regain all expended uses when you finish a long rest. As you gain levels in this class, you can cast more powerful spells with this feature: 3rd-level spells at 10th level and 4th-level spells at 14th level.Hardy Magic
10th-Level Wizard (Hedge Mage) Feature Learning your magic out in the wild instead of the controlled environment of a formal school has made you hardier than most wizards. When you are forced to make a Concentration check for a spell you cast, you can use a Reaction to grant yourself a bonus to the roll equal to your Wizard Power Reservoir. You can use this reaction after you roll, but before you determine whether you succeed or fail.Arcane Conservation
14th-Level Wizard (Hedge Mage) Feature Your understanding of arcane fundamentals allows you to recycle the energy of failed spells. When you cast a Wizard spell of 4th-level or lower and the spell fails, you regain one expended spell slot. The spell slot regained must be a lower level than the spell slot used to cast the failed spell. This feature applies to all spells of 4th-level or lower, even if they are cast with a higher level spell slot.What is a Failed Spell?
Your Arcane Conservation feature allows you to regain a spell slot when one of your spells fails. For the purposes of this ability, a failed spell is a spell that imposes no effects and deals no damage to the environment, creatures, or objects when cast. If a creature uses a Legendary Resistance to avoid a spell's effect, it does not count as a failed spell.
