Hedge Mages learn magic through demonstration, repetition, and practical need: a whispered rhyme from a mentor, a knot tied in the right cord, or a pinch of ash scattered into the wind. They are arcane spellcasters, but their craft is personal and adaptable rather than academic. A Hedge Mage's defining talent is making a spell work with whatever is on hand, even when the expected materials are nowhere to be found.
Magic taught hand to hand, made from whatever the moment provides.
Full arcane spellcaster; adaptable problem-solver and battlefield controller.
HMHedge Mage
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d6
PrimaryIntelligenceConstitution
Features
22, levels 1 to 20
1Level 1, reached
Spellcasting
You gain spellcasting, using Intelligence as your spellcasting ability. You know three cantrips from the Hedge Mage spell list and prepare a number of level 1 or higher spells equal to your Intelligence modifier plus your Hedge Mage level; you can change your prepared spells when you finish a Long Rest. You use the full-caster spell slot progression, and you can use a component pouch, but not an arcane focus, to provide material components.
Improvised Components
You can cast a prepared spell even if you lack its non-costly, non-consumed material components. Describe or produce a plausible improvised substitute, such as a pinch of dust or a bit of thread; the DM determines whether the circumstances permit it. You must still provide any material component with a listed cost, and any component the spell consumes.
Practical Knack
Choose one skill from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand, or Survival in which you lack proficiency. You gain proficiency in it, reflecting a practical knack learned outside formal instruction.
3Level 3
Hedge Tradition
You gain a subclass of your choice. Your choice grants features at levels 3, 6, 10, and 14.
Steady Hand
Your spellcasting is difficult to interrupt. You have Advantage on Constitution saving throws you make to maintain Concentration on a spell when you take damage.
4Level 4
Ability Score Improvement
5Level 5
Flexible Cantrip
You learn one additional cantrip from the Hedge Mage spell list. When you finish a Long Rest, you can replace one cantrip gained from this class with another Hedge Mage cantrip.
6Level 6
Hedge Tradition Feature
Your subclass grants you a feature.
7Level 7
Incidental Working
When you cast a spell using a spell slot, you can use a Bonus Action to manipulate a small nearby object or natural material as part of the same casting. The object can make a harmless sensory effect or a simple, non-damaging movement, subject to the DM's judgment.
8Level 8
Ability Score Improvement
9Level 9
Restudy by Practice
When you finish a Short Rest, choose one prepared spell of level 1 or higher. You can replace it with another Hedge Mage spell of the same level from your spell list.
10Level 10
Hedge Tradition Feature
Your subclass grants you a feature.
11Level 11
Reach of the Untrained
When you cast a spell that has a range of Touch, you can instead give the spell a range of 30 feet. If the spell requires a melee spell attack, it instead requires a ranged spell attack.
12Level 12
Ability Score Improvement
13Level 13
Flexible Cantrip Improvement
You learn one additional cantrip from the Hedge Mage spell list. You can replace one cantrip gained from this class with another Hedge Mage cantrip when you finish a Long Rest.
14Level 14
Hedge Tradition Feature
Your subclass grants you a feature.
15Level 15
Quiet Working
When you cast a spell using a spell slot, you can choose to cast it without verbal components. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.
16Level 16
Ability Score Improvement
17Level 17
Last-Minute Spark
When you roll Initiative and have no level 1 or higher spell slots remaining, you regain one level 1 spell slot.
18Level 18
Flexible Cantrip Mastery
You learn one additional cantrip from the Hedge Mage spell list. You can replace one cantrip gained from this class with another Hedge Mage cantrip when you finish a Long Rest.
19Level 19
Ability Score Improvement and Epic Boon
20Level 20
A Little More in the Kit
When you finish a Short Rest, you regain expended spell slots with a combined level of no more than 6. None of the slots can be level 6 or higher. Once you use this feature, you can't use it again until you finish a Long Rest.
Core traits
Hit die
d6
Primary
IntelligenceConstitution
Hit pointsHit Point Die: D6 per Hedge Mage level. Hit Points at 1st Level: 6 + your Constitution modifier. Hit Points at Higher Levels: (or 4) + your Constitution modifier per Hedge Mage level after 1st.
Saving throwsIntelligence and Wisdom saving throw proficiencies. Light armor proficiency; no shield proficiency.
ArmorLight armor.
WeaponsSimple weapons.
ToolsNone.
Saving ThrowsIntelligence and Wisdom. Choose two skills from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, and Survival.
EquipmentChoose the standard starting equipment for a spellcaster, including a component pouch; an arcane focus cannot replace material components for Hedge Mage spells.
ResourceSpell slots, using the standard full-caster spell slot progression. Hedge Mages prepare spells rather than relying on a fixed list of spells known.
MulticlassingPrerequisite: Intelligence 13. When you multiclass into Hedge Mage, you gain proficiency in one skill from the Hedge Mage skill list. For spell slots, combine Hedge Mage levels with levels in other spellcasting classes using the multiclass spellcaster rules. You cannot use an arcane focus for Hedge Mage spells; a component pouch and Improvised Components function as described by this class.
Spells and options
How it casts
You are a full spellcaster and use the standard full-caster spell slot progression.
Intelligence is your spellcasting ability; your spell save DC equals 8 + your Intelligence modifier + your Proficiency Bonus, and your spell attack modifier equals your Intelligence modifier + your Proficiency Bonus. You prepare spells from the Hedge Mage spell list after a Long Rest. You cannot use an arcane focus to replace material components; you may use a component pouch, or use Improvised Components for eligible material components.
1st-Level Spells
2nd-Level Spells
3rd-Level Spells
4th-Level Spells
5th-Level Spells
Subclasses
3
Companion Keeper
A trusted creature is more than a familiar: it is a partner in every working.
Familiar and companion magic
Protective wards
Shared spell benefits
Hearth Tender
You learned magic to keep people safe, warm, and well.
Practical healing
Restorative charms
Protection from afflictions
Wayward Hand
You survive by turning the unexpected into an advantage.
Trick spells and misdirection
Improvised distractions
Evasive magic
Playing one
What it is
Hedge Mages learn magic through demonstration, repetition, and practical need: a whispered rhyme from a mentor, a knot tied in the right cord, or a pinch of ash scattered into the wind.
They are arcane spellcasters, but their craft is personal and adaptable rather than academic. A Hedge Mage's defining talent is making a spell work with whatever is on hand, even when the expected materials are nowhere to be found.
How to play one
You play as a full arcane spellcaster with broad spell access and an emphasis on solving problems creatively.
Plan your prepared spells, but stay attentive to the objects and materials around you: Improvised Components let you cast many spells without carrying their usual mundane ingredients. You remain physically fragile, so use positioning, control, and allies to avoid being cornered.
Make one
Personality
I explain complicated magic with household comparisons and demonstrations.
Ideal
Resourcefulness. A good solution should use what is already at hand.
Bond
I owe my first teacher a debt I still do not understand.
Flaw
I assume every problem has a clever, improvised solution—even when patience would work better.
Quirk
Taps a surface twice before beginning a spell.
Personality
I explain complicated magic with household comparisons and demonstrations.
I am delighted when a spell works in a way I did not expect.
I ask people what they have tried before offering advice.
I treat useful scraps and keepsakes with more respect than expensive equipment.
Ideals
Resourcefulness. A good solution should use what is already at hand.
Generosity. If you know a useful trick, teach it to whoever needs it.
Humility. Magic is a craft, not proof that its practitioner is better than anyone else.
Bonds
I owe my first teacher a debt I still do not understand.
A familiar place or household trusts me to keep its strange troubles quiet.
I carry a handmade charm from someone who believed I could do more than I believed myself.
Flaws
I assume every problem has a clever, improvised solution—even when patience would work better.
I distrust polished institutions and sometimes reject good advice simply because it sounds official.
I collect oddments and keep them long after they have ceased to be useful.
Quirks
Taps a surface twice before beginning a spell.
Names improvised components as if they were ingredients in a recipe.
Keeps a pocket full of bits of string, chalk, seed husks, and bent nails.
Mutters remembered instructions in the voice of a former teacher.
In the world
Training
There is no single Hedge Mage curriculum.
An apprentice usually begins by helping a practitioner with ordinary work, learning safety, materials, and small workings by imitation. A mentor may teach through songs, recipes, chores, riddles, or repeated demonstrations; apprentices often inherit a few habits but develop their own methods over time.
How others see them
Ordinary people often find Hedge Mages reassuringly practical, if a little strange.
Rural communities may seek them out for small curses, stubborn ailments, and warding rites; formal mages may dismiss them as unschooled, while those who have seen their work know better.
Famous practitioners
Hedge MageMara FenwiseA kindly village healer whose improvised wards have outlasted three generations of storms.
Hedge MageOrren ThatchA wandering trickster known for casting spells with kitchen scraps, broken tools, and impeccable timing.
Hedge MageSella VaneA retired battlefield adviser who taught hundreds of apprentices without ever opening a spellbook.
Factions
The Tallow Thread
A loose network of mentors who trade practical lessons and warnings, usually by word of mouth.
The Roadside Circle
A guild of traveling charm-makers who settle disputes and share tested protective workings.
Keepers of the Crooked Shelf
A secretive fellowship that collects dangerous folk practices before careless imitators can misuse them.
Regions
The Far Fields
In scattered farming villages, hedge magic is passed on as household lore and often mistaken for superstition.
The Old Trade Roads
Caravan routes and roadside settlements foster traveling mentors who exchange tricks for shelter and stories.
The Low Quays
In densely settled river districts, informal spellcraft thrives among healers, ferrymen, and market workers wary of official guilds.
Character hooks
Your mentor vanished after leaving you a bundle of notes that contradict everything they taught you.
A village hired you to solve a magical nuisance, and the nuisance followed you when you left.
You learned spellcraft from a traveling peddler who never admitted to being a mage.
Your family has passed down a peculiar casting ritual for generations, but no one knows its origin.
You were dismissed from a formal academy for refusing to cast by its rules.
A spell you improvised saved someone important—and left a lasting, unexplained mark.
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