Hedge Mage

Never having any formal training in the magical arts, hedge mages are those who have despite the dangers found their own path. They may have been apprenticed to a fellow hedge mage, apostate or seer, but would largely have learnt through risky trail and error. This process lends them an iron will and unique insights into the Fade and spirits that other training may have kept them from.

General
Hit Die: d6 per Hedge Mage level

Hit Points at 1st Level: 6 + CON modifier

Hit Points at Higher Levels: 1d6 (or 4) + your CON modifier per Hedge Mage level after 1st

Casting Ability: Charisma

Saving Throw Proficiences: Constitution & Charisma

Armour/Weapon Proficiences: Daggers, slings, darts, javelins, quarterstaves

Skills: Choose 2 from Arcana, Deception, Insight, Intimidation, Survival and Stealth

Spellcasting
Spell save DC = 8 + proficiency bonus + CHA modifier

Spell attack modifier = proficiency bonus + CHA modifier

At first level, you know four cantrips of your choice and two 1st level spells. The Spells Known column in the table (above) shows when you know more spells of your choice. Each of these spells must be a level for which you have a spell slot. For example, at 3rd level in this class you can learn one new spell of 1st or 2nd level. Additionally, when you level up, you may choose to replace an existing spell you know with another, which also must be a level for which you have spell slots.

Initial Specialisation
At level one, you unlock one specialisation, after which it is added to your pools of possible spells to select from. As with all ability trees, you must select at least one from that tree to unlock it, and follow the progression by having at least one spell in a tier level to unlock the next one.

Font of Magic
At 2nd level you receive 2 Mana Reserve Points to work with (as shown above), giving you more flexible spellcasting. You can use your Reserve Points to to gain additional spell slots, or sacrifice spell slots to gain additional points, with more features as you level up. You regain all your Reserve Points when you finish a long rest.

Create Spell Slots - You can transform unexpended Reserve Points into one spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Convert a Spell Slot to Reserve Points - As a bonus action on your turn, you can expend one spell slot and gain a number of Reserve Points equal to the slot's level (up to 5th).

Metamagic
At 3rd level, you gain the ability to tweak your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another at 10th and 17th level. You can only use one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell
When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell
When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you Cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell
When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 sorcery point to double its Duration, to a maximum Duration of 24 hours.

Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 sorcery points to change the Casting Time to 1 Bonus Action for this casting.

Subtle Spell
When you Cast a Spell, you can spend 1 sorcery point to cast it without any somatic or verbal Components.

Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

Apostate's Rest
At 20th level, you regain 4 expended sorcery points whenever you finish a Short Rest.

Hedge Mage Origin
How did you learn your magic? Through connection with a friendly (or not so friendly) spirit in the Fade? Through an apostate teacher, or through risky trial and error? Your origin here determines features gained as you level up, as shown in the table (above).

Wild Magic
Your magic comes mostly from trial and error, with minimal structured teaching. Through the strength of your own willpower and magical ability, you have resisted losing control... for the most part.

Wild Magic Surge
Your untrained siphoning from the Fade occasionally has unexpected effects. At 1st level, once per turn, you may be asked to roll a d20 immediately after you cast a spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table (below) to determine what magical effect occurs. If the effect is a spell, it is not affected by Metamagic. If it normally requires concentration it no longer requires it, lasting for its full duration.

Tides of Chaos
At 1st level, fascinated spirits push against the Veil and whisper to you, giving you the knowledge to gain advantage on one attack roll, ability check or saving throw. Once you do so, you must finish a long rest until you use this feature again. However, if you roll a 1 on your Wild Magic Surge feature after using a spell of 1st level or higher (as above), you regain the use of this feature.

Bend Fate
Starting at 6th level, you have developed an uncanny ability to predict the actions of friends and foes alike. When another creature you can see makes an attack roll, an ability check or a saving throw, you can use your reaction and spend 2 hedge mage points to roll 1d4 and apply the number rolled as a bonus or penalty to the creature's roll. You can do so after the creature rolls but before any effects of the roll take place.

Controlled Chaos
At 14th level, you gain a little more control of your wild casting. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment
At 18th level, when you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can only use the feature once per turn.

Witch of the Wilds
That's what the people you come across call you, anyway. Having learnt ancient secrets whispered down through the ages, you are as wild as a mage gets, and the most feared of your kind.

You learn additional spells at the levels specified below. These spells don't count against your total number of spells known. You must have at least one spell in the spell tree concerned, but you do not have to follow the normal progression through the tree.

1st: bane, hex

3rd: blindness/deafness, ray of enfeeblement

5th: bestow curse, fear

7th: confusion, polymorph

9th: dominate person, mislead

Scary Story
There's something odd about you, perhaps from living so far away from society and dabbling in strange and unknown magics. At 1st level, unless you are successfully disguised, your proficiency bonus is doubled for Intimidation checks, but you have disadvantage on Persuasion checks.

Evil Eye
At 6th level, you can cast a horrific gaze upon your enemies. As an action, you can select 1 target that you can see and that can see you within 30 feet. This target must make a Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see you, ending the effect early on a success. A target that succeeds a saving throw against this effect is immune to it for 24 hours. Additionally, you have advantage on saving throws against being frightened.

Paralyzing Touch
Starting at 14th level, your touch causes creatures to become paralyzed with fear. You may make a melee spell attack against a single creature within your reach. On a hit, the target becomes paralyzed for a number of rounds equal to your Charisma modifier. Once you use this feature, you must complete a long rest before you may use it again.

Hexmaster
At 18th level, you command the terrors that each creature holds in its heart. You may expend 4 reserve points to attempt to frighten all creatures of your choice within a 30 foot radius. Each creature must make a Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute. For each creature frightened, you can select a source of fear other than yourself.