# Tradition of the Hedge Mage *[occultist](Compendium/👨🏻‍🤝‍👨🏻%20-%20Player%20Options/Classes/Occultist/occultist.md): Occult Tradition* *Source: Kibbles' Compendium of Legends and Legacies p. 21* > [!tldr] Class and Feature Progression > > <table class="class-progression"> > <thead> > <tr><th colspan='3'></th></tr> > <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th></tr> > </thead><tbody> > <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"><a href='#Tradition of the Hedge Mage (Level 1)' class='internal-link'>Tradition of the Hedge Mage</a></td></tr> > <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#Personalized Path (Level 3)' class='internal-link'>Personalized Path</a></td></tr> > <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Stolen Techniques (Level 6)' class='internal-link'>Stolen Techniques</a></td></tr> > <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Cantrip Mastery (Level 14)' class='internal-link'>Cantrip Mastery</a></td></tr> > <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"></td></tr> > <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"></td></tr> > </tbody></table> ^class-progression ## Class Features ### Tradition of the Hedge Mage (Level 1) This tradition is a loose collection of magic users that benefit from a wide array of traditions and practical knowledge to build up a collection of eccentric magical knowledge. Their methods are often frowned upon by those of more studied routes, but their practical skills cannot be denied, and their unique understanding of magic that they have developed with their own hands and minds should not be underestimated. ### Practical Skills (Level 1) You gain proficiency in your choice of one of the following skills: Animal Handling, Arcana, Medicine, Nature, or Survival. All cantrips from the Wizard and Druid are added to the Occultist spell list for you, as well as thaumaturgy. Additionally, you learn 1 additional cantrip of your choice and you learn a new cantrip, you can select from the above expanded list in addition to the Occultist list, and treat them as Occultist spells. ### The Way I Learned It (Level 1) You learn your magic through self-discovery, often encompassing trial and error. Not knowing what is supposed to be impossible or impractical, your magic develops unique aspects. You can modify spells you learn with the following feature. When you learn a new Occultist spell, you can modify some of its properties representing your unique way of casting that spell. These changes permanently affect the spell for you, but when you swap out a spell when gaining a level in the class, you can instead modify these properties from a spell you know. You can learn the same spell multiple times with different selections (i.e. "ranged cure wounds") You may apply any number of these properties when learning or modifying a spell: - **Damage Type.** You can change any of the following damage types into another of the following damage types: acid, cold, fire, lightning, or poison. - **Range.** You can make a spell with a range of 10 feet or more instead have a range of Touch, or give a spell with a range of Touch a range of up 10 feet (if it was a melee spell attack, it becomes a ranged spell attack if the range is greater than Touch). - **Components.** You can exchange a verbal, somatic, or material component of a spell for another type of component the spell does not normally have, such as changing a spell from requiring verbal and somatic components, to requiring somatic and material components. Material components with a cost cannot be replaced, but can be exchanged for a different material component of equal cost. > [!note] Customization and Power > > The Way I Learned It feature provides fairly little power or mechanical difference, though with variability of damage type and range comes some power. ^customization-and-power ### Casting Style (Level 1) Your self-taught casting style has resulted in some practical advantages. Select one of the following casting styles: - **Reliable Casting.** When you roll a 1 or 2 on a damage die for an Occultist cantrip, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. - **Habitual Casting.** When you cast an Occultist cantrip that requires concentration, you can instead cause the effect to persist without concentration a number of rounds equal to your Occultist level (for example, as 1st level Occultist, it would end at the start of your next turn). You can end a spell persisting in this way early as an action. - **Tactical Casting.** When you take the Ready action with an Occultist cantrip, it does not require concentration to keep the spell readied. ### Personalized Path (Level 3) At 3rd level, you gain one additional spell known and one additional Occult Rite known. This rite can come from the Hedge Mage rites^[Optional features from [Occult Rite](/3-Content/Compendiums/lists/list-optfeaturetype-kt-or.md)] or from the general [Occultist rites](/3-Content/Compendiums/lists/list-optfeaturetype-kt-or.md). These do not count against your spells or rites known. ### Improvised Ritual (Level 3) Starting at 3rd level, you can cast a spell with the ritual tag without knowing that spell. When you do so, it takes the additional time as if casting it as a ritual, but still consumes a spell slot. You can improvise spells of a level equal to one-third of your Occultist level (for example, a 3rd level Occultist can improvise 1st level rituals). Spells improvised this way can be from any spell list, but if it is not on the Occultist list, you must have the spell in a written form (such as a wizard's spellbook or a scroll). ### Stolen Techniques (Level 6) At 6th level, you can learn one new 1st or 2nd level spell from the bard, cleric, druid, or wizard spell list. The spell becomes an Occultist spell for you, but does not count against your spells known. Additionally, you can delve into the rites of another tradition. You learn one additional occult rite that does not count against your rites known. This rite can be selected from any Occultist subclass or from the general Occultist rites, but cannot be a rite with a prerequisite. ### Empowered Cantrips (Level 6) Starting at 6th level, once per turn when you roll damage for an Occultist cantrip, you can add your Wisdom modifier to the damage dealt. ### Cantrip Mastery (Level 14) Starting at 14th level, you can cast an Occultist cantrip with a casting time of one action as a bonus action. When you cast a cantrip in this way, it is cast as if you are 1st level. > [!note] Bonus Action Casting > > This does not remove the restrictions around bonus action spells, meaning that when you do this, you cannot cast a leveled spell with your action, but can cast two cantrips. This works particularly well with non-scaling cantrips that do things beside damage, such as provide defenses or utility ^bonus-action-casting