Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
by Marty Clifford
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Table of Contents
The Hedge Mage....................4
Alchemy Traditions................7
Infused Formulations.............9
Spell List..............................12
New Spells...........................13
Spell Descriptions................13
Notes on Multiclassing........19
Proficiency
Bonus
Features
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
Formulations
Known
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6
Tradition feature
2
2
2
3
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
4
2
3
4
5
6
7
8
9
10
10
11
11
12
12
13
13
14
14
15
15
1
2
2
2
2
2
2
2
2
2
3
3
3
3
3
3
4
4
4
4
1st
1st
2nd
2nd
3rd
3rd
4th
4th
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th
5th
2
2
2
3
3
4
4
5
5
5
6
6
6
7
7
7
8
8
8
Quick Build
You can make a hedge mage quickly by
following these suggestions. First, Intelligence
should be your highest ability score, followed
by Constitution. Second, choose the hermit
background. Third, choose the acid splash and
poison spray cantrips, along with the 1st-level
spells burning hands and thunderwave.
Class Features
As a hedge mage, you gain the following class
features.
Hit Points
Hit Dice: 1d8 per hedge mage level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per hedge mage level
after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist's supplies
Saving Throws: Constitution, Intelligence
5
Equipment
Hermetic Magic
Hermetic magic blends arcane power with
alchemical knowledge to create fantastic
effects. See chapter 10 of the Player's
Handbook for the general rules of spellcasting,
and see the end of this document for the hedge
mage spell list.
Cantrips
You know two cantrips of your choice from
the hedge mage spell list. You learn additional
hedge mage cantrips of your choice at higher
levels, as shown in the Cantrips Known
column of the hedge mage table.
Spellcasting Ability
Intelligence is your spellcasting ability for
your hedge mage spells, so you use your
Intelligence whenever a spell refers to your
spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving
throw DC for a hedge mage spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Spell Slots
The hedge mage table shows how many spell
slots you have. The table also shows what the
level of those slots are; all of your spell slots
are the same level. To cast one of your hedge
mage spells of 1st level or higher, you must
expend a spell slot. You regain all expended
spell slots when you finish a short or long rest.
For example, when you are 5th level,
you have two 3rd-level spell slots. To cast the
1st-level spell thunderwave, you must spend
Alchemy Tradition
At 1st level, you have devoted yourself to the
study of one of the traditions of alchemy:
Alkahest, Chrysopoeia, or Panacea, each of
which is detailed at the end of the class
description. Your choice grants you features at
1st level and again at 3rd, 6th, 10th, and 14th
level.
Infused Formulations
Magnum Opus
Potentia Superiora
At 11th level, your experiments with alchemy
and hermetic magic unlock secret processes of
the highest potential. Choose one 6th-level
spell from the hedge mage spell list as your
potentia.
You can cast your potentia spell once
without expending a spell slot. You must
finish a long rest before you can do so again.
At higher levels, you gain more hedge
mage spells of your choice that can be cast in
this way: one 7th-level spell at 13th level, one
8th-level spell at 15th level, and one 9th-level
spell at 17th level. You regain all uses of your
Potentia Superiora when you finish a long rest.
Alchemy Traditions
The pursuit of alchemy is a lifelong quest; one
that seems incomprehensible to most who
don't understand it, and overwhelming to those
few who do. The hedge mage solves this
problem by focusing on the areas of alchemy
they study. They develop a philosophical
framework by which to understand their
discoveries and shape the goals of their
research.
Alkahest
This tradition encompasses the hedge mages
search for the perfect solvent, capable of
dissolving anything.
Bonus Cantrip
You add acid splash to your list of known
cantrips if you don't already know it. This
doesnt count against your number of cantrips
known.
Dangerous Distiller
When you hit a target with a flask of acid
crafted using your alchemist's supplies, any
creature within 5 feet of the target takes 1d6
acid damage.
Experienced Handler
Starting at 3rd level you gain resistance to acid
damage.
Precision Application
At 6th level, as an action, you may attempt to
your alchemist's supplies to open a lock or
disarm a trap as if they were thieves tools. If
you succeed, the fine mechanisms in the lock
or trap are destroyed, rendering it useless.
In addition, whenever you score a
critical hit with a spell or weapon attack that
deals acid or poison damage, the critical hit
7
Excruciating Dissolution
Beginning at 10th level, any creature damaged
by your spells or weapon attacks that deal acid
damage suffer disadvantage on attack rolls and
saving throws until the end of their next turn.
Universal Solvents
At 14th level, acid resistance no longer affects
damage you deal with spells or weapon attacks
that inflict acid damage, and creatures that are
immune to acid damage take half damage
from your spells and weapon attacks that deal
acid damage.
In addition, you add the melf's acid
arrow spell to your list of known spells. This
doesnt count against your number of spells
known. You may cast melf's acid arrow as a
5th level spell once without expending a spell
slot. You can't use this feature again until you
complete a long rest.
Chrysopoeia
This tradition represents the hedge mages
intense study of physical transmutations. The
quest for knowledge is often perilous, and
practitioners of this tradition learn to
transform themselves into potent weapons.
Bonus Proficiency
You gain proficiency with medium armor.
Ritual Transmutations
Starting at 6th level, you may cast any 1st
level hermetic magic spell you know from the
transmutation school and has a duration longer
than instantaneous as a ritual. When you
complete the ritual, the duration of the spell
becomes 8 hours. Starting at 13th level you
may cast any 1st or 2nd level hermetic magic
spell you know from the transmutation school
in this way. You must complete a long rest
before using this feature again.
Mithrilweave Threading
At 10th level, you gain a +1 bonus to armor
class as long as you are wearing armor.
Panacea
Martial Optimization
Medicinal Lore
Alchemical Expertise
2nd
3rd
4th
5th
Potion Adept
Beginning at 3rd level, when you use a
herbalist's kit to craft healing potions, the gold
and time you must spend to create potions is
halved. The potions you create in this way
heal an additional 1d4+1 hit points. This
additional healing increases by 1d4+1 when
you reach 5th level (2d4+2), 9th level (3d4+3),
13th level (4d4+4), and 17th level (5d4+5).
Efficacious Vaccinations
People under your care are much more
resistant to the plagues of nature. Starting at
6th level, you may spend one hour caring for
the health of up to six people, including
yourself. Anyone who receives this care gains
advantage on saving throws to resist or
recover from the effects of magical and
nonmagical diseases, as well as resistance to
poison damage and any damage caused by
disease for 24 hours.
Unmatched Restoratives
At 10th level you become immune to magical
and nonmagical disease. Creatures under your
care receive double the normal benefit from a
successful saving throw when recovering from
disease. Creatures restored by your lesser
restoration spell or greater restoration spell
are immune to any effects the spell would
normally cure for 24 hours.
Bolster Health
Beginning at 14th level, up to six friendly
creatures that complete a long rest under your
care gain temporary hit points equal to your
hedge mage level + your Intelligence modifier.
In addition, these creatures are immune to
magical and nonmagical diseases and the
poisoned condition for 24 hours.
Infused Formulations
If an infused formulation has prerequisites,
you must meet them to learn it. You can learn
the formulation at the same time that you meet
its prerequisites.
Aerostative Injection
Prerequisite: 9th level
You can cast levitate on yourself at will,
without expending a spell slot or material
components.
Anesthetizing Fulmination
Prerequisite: 9th level, Panacea feature
Your sleep spell now affects all creatures
within its area of effect with current hit points
less than or equal to the total of your roll.
Creatures normally immune to sleep are still
unaffected.
Caustic Solvents
Choking Vapors
Fuel/Air Ratio
Alchemist's fire that you create with your
alchemist's supplies deals an additional 1d4
fire damage, and the Dexterity save DC to
extinguish the flames is equal to your spell
save DC. You are considered proficient with
ranged attacks using alchemist's fire.
Dragoneye Elixir
Downfeather Concentrate
Dynamic Discharge
Ironbark Oil
Enduring Treatment
th
10
Smoke Bomb
Meticulous Medical Text
Prerequisite: Panacea feature
You have collected a book of medicinal lore
that you have compiled over your years of
study and practice.
While you possess this book, you can
use its teachings to help revitalize your
wounded allies during a short rest. If you or
any friendly creatures under your care regain
hit points at the end of the short rest, each of
those creatures regains an extra 1d4 hit points.
The extra hit points increase to 1d6 at 9th
level, to 1d8 at 13th level, and to 1d10 at 17th
level.
If the book is ever lost or destroyed
you can recreate it. The process takes one
week and costs 50 gp for various inks and
bookbinding supplies.
Noxious Fumes
Prerequisite: poison spray cantrip
When a creature you target with poison spray
fails its saving throw, it becomes poisoned
until the end of its next turn.
Pernicious Corrosive
Prerequisite: 5th level, Alkahest feature
A creature that fails its save against your acid
splash cantrip takes an additional 1d6 acid
damage from the spell at the start of its next
turn.
Phosphorescent Formulation
Prerequisite: 9th level
You can cast guiding bolt as a 1st level spell at
will, without expending a spell slot.
Tincture of Quicksilver
You gain proficiency in the Acrobatics and
Athletics skills.
Trollblood Transfusion
You can cast false life on yourself at will as a
1st-level spell, without expending a spell slot
or material components.
Truesilver Transformation
Prerequisite: 15th level, Chrysopoeia feature
You may use your Potentia Superiora (6th
level) to cast magic weapon as if you had used
a 6th level spell slot. You may use your
Potentia Superiora (7th level) to cast
elemental weapon as if you had used a 7th
level spell slot. In addition to the usual effects
of the spell, any weapon you target with this
feature scores a critical hit on a roll of 19-20.
Spell Descriptions
Alchemist's Lantern
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: S, M (a shard of phosphorescent
crystal)
Duration: 1 hour
For the duration of the spell, an object that you
touch sheds dim light in a 60 foot radius. The
light may be blue, yellow, or green as you
desire. Completely covering the object with
something opaque blocks the light. As an
action you can dismiss the spell.
Anesthetic
1st level transmutation
Casting Time: 1 action
Range: Touch
Components: S, M (a pin and a small piece of
chemically treated leather)
Duration: Concentration, up to 1 minute
While under the effects of this spell
bludgeoning, piercing, and slashing damage
taken by the target creature from non magical
weapons is reduced by 3.
Blinding Blast
2nd level evocation
Casting Time: 1 action
Range: 30 feet
Components: S, M (a fine copper filament
and a pinch of phosphorus)
Duration: Instantaneous
You target one creature within range that can
see you. That creature makes an Intelligence
saving throw. On a failed saving throw it
suffers 2d6 radiant damage and is blinded until
the end of its next turn, or takes half as much
13
A thin layer of wispy silver mist fills a 20foot-radius area. Creatures exposed to the mist
must make a Constitution saving throw. On a
failed save the creature moves at half speed,
cannot use reactions, and has disadvantage on
Intelligence, Wisdom, and Charisma based
saving throws for 1 minute. At the end of each
of its turns, an effected creature can make
another Constitution saving throw. On a
success, the spell ends for that creature.
Creatures immune to poison, as well as
constructs, undead, and creatures that
otherwise do not need to breathe are not
effected by this spell.
Endothermic Explosion
9 level evocation
Furious Flash
3rd level evocation
Ice Bombs
1st level evocation
Casting Time: 1 action
Range: 30 feet
Components: S, M (a pinch of salt and a
cluster of specially prepared witherite crystals)
Duration: Instantaneous
You throw a magical orb containing a
specially prepared alchemical mixture at one
target creature within your line of sight. Make
a ranged spell attack against the target. On a
successful hit, the target takes 3d8 cold
damage and has its speed reduced by 10 feet
until the start of your next turn.
At Higher Levels. When you cast this
spell using a spell slot of 3rd level or 4th level,
you create one additional orb. When you cast
this spell using a spell slot of 5th level you
create two additional orbs. Each orb can be
thrown at a target of your choice within range,
and requires its own ranged spell attack roll.
Prophetic Musings
7th level divination
Casting Time: 10 minutes
Range: Self
Components: S, M (a piece of parchment, a
quill, a bottle of ink, and a crystal bowl worth
100gp)
Duration: 24 hours
You fill your crystal bowl with a strange
liquid that gives off a yellowish, sweetsmelling vapor. As you inhale the vapors you
see visions of possible futures, and hurry to
16
Dice Prophecy
Roll
Static Shackles
5th level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (One copper nail, one
iron nail, and a lemon)
Duration: Concentration, up to 10 minutes
A 20 foot radius area centered on a point you
choose within range becomes charged with a
field of static electricity. The field spreads
around corners. A creature that enters the field
or starts any of its turns inside the field must
make a Strength saving throw. On a failed
saving throw, target creature is restrained and
17
18
Notes on Multiclassing
Prerequisites
To qualify to become a multiclass hedge mage
you must have an Intelligence of 13 or higher.
Multiclassing Proficiencies
When you become a multiclass hedge mage
you gain proficiency with alchemist's supplies
and with one skill from the hedge mage class
skill list.
Spellcasting
Hermetic Magic. If you have both the
Spellcasting class feature and the Hermetic
Magic class feature from the hedge mage
class, you can use the spell slots you gain from
the Hermetic Magic feature to cast spells you
know or have prepared from classes with the
Spellcasting class feature, and you can use the
spell slots you gain from the Spellcasting class
feature to cast hedge mage spells you know.
If you have both the Pact Magic class
feature and the Hermetic Magic class feature
from the hedge mage class, you can use the
spell slots you gain from the Hermetic Magic
feature to cast spells you know from classes
with the Pact Magic class feature, and you can
use the spell slots you gain from the Pact
Magic class feature to cast hedge mage spells
you know.
For more information on multiclassing see
chapter 6 of the Player's Handbook.
19