Hedge Magic
A hedge wizard is a mage who has had very little or often no formal training in wizardry. They do not learn the arcane from prodigious institutions of magic, but rather from their closely knit social circles-- usually one's kin. Any one who learns magic from an informal institution or from deep-seated magical traditions, is in essence, a hedge wizard.
Familiar Focus
Starting at 2nd level, you learn the find familair spell if you don't already know it. You can treat your familiar as an arcane focus for your wizard spells as long as it is within 30 feet of you.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: a homoculus, stirge, or vargouille.
Ritual Master
Starting at 2nd level, your practice in the craft of hedge magic allows you to cast rituals far more quickly. You can cast a wizard spell in your spellbook with the ritual tag by performing a 1 minute ritual.
Hex Caster
When you reach 6th level, you learn how to place baleful curses on creatures. You have constructed a voodoo doll out of certain occult reagents and materials to serve your purposes. While you clutch your voodoo doll in one hand, you can use an action to focus on a creature that you can see within 120 feet of you and trap a portion of its soul inside the voodoo doll. The soul is trapped in this way for a number of hours equal to half your wizard level, rounded down. While it is trapped in this way, the creature is cursed, and you can use your bonus action to place one of the following hexes on the creature.
When you place a hex on a creature, you can’t cast spells other than cantrips until the end of your next turn. You can place a number of hexes equal to your proficiency bonus before you must finish a long rest to regain expended uses. A cursed creature can only be affected by one hex at a time. If a creature is affected with another hex, the effect of the previous hex is ended.
You know 3 hexes of your choice when you gain this feature at 6th level. You learn another 2 hexes at 11th level, 13th level, and 17th level. Whenever you gain a wizard level, you can replace one of the hexes you know with one of the hexes you don't know from this list.
If a hex requires a creature to make a saving throw, it must succeed against your spell save DC.
Beast of Ill-Omen
If the creature is within 60 feet of your familiar and can see it must succeed on a Wisdom saving throw or be affected by the bane spell for one minute.
Cackle
If the creature is within 60 feet of you and can hear you must succeed on a Wisdom saving throw or be subject to a projection of your incessant cackling. The creature is deafened and cannot take reactions until the end of your next turn.
Congeal
If there is a body of water or other liquid within 60 feet of you or your familiar, you can cause it to be viscous and sludgy for one minute, making the liquid difficult terrain. When the creature you have cursed moves onto the liquid for the first time or starts its turn on the liquid it must succeed on a Constitution saving throw or take 1d4 acid damage.
Cursed Wound
Whenever the cursed creature receives any kind of healing, magical or otherwise, it must make a Constitution saving throw. On a successful save, it is healed as normal. On a failed save, the creature takes necrotic damage equal to the amount it would have healed.
Discord
The creature must succeed on an Intelligence saving throw or be unable to discern friend from foe. At the start of a creature's turn, roll a d20. If the result is 9 or lower, the creature mistakenly perceives one of it's allies (chosen by you) is hostile to it and must attack it if able. The creature repeats the saving throw at the end of each of its turns. On a successful save, the effect ends and the creature is immune to this curse for 24 hours.
Evil Eye
If the creature is within 60 feet of you and can see you it must succeed on a Constitution saving throw or suffer a -2 penalty one of the following (your choice) for the next minute: armor class, attack rolls, or saving throws.
Hallucinations
The creature must make an Intelligence saving throw. On a failed save, whenever the creature targets you or your familiar with an attack, it must do so as though you were under the effect of the mirror image spell.
Hypnotize
A creature within 30 feet of you that can see you cannot perceive other creatures that are not you. It can only make attacks against you and must do so at disadvantage. This effect lasts until the start of your next turn.
Misfortune
The creature has disadvantage on attack rolls, saving throws, and ability checks until the end of your next turn.
Mud Witch
As a reaction to being hit by the target of your curse with an attack that deals bludgeoning, piercing, or slashing damage, your body becomes viscous brown mud until the end of your next turn. Your type changes to ooze and you have resistance to bludgeoning, piercing, and slashing damage. Your movement speed is halved and you cannot cast spells while in this form.
Murksight
You can see to a distance of 60 feet through lightly or heavily obscured conditions as though they were not obscured at all. The cursed creature cannot benefit from 1/2 or 3/4 cover against your attacks.
Nails
Your nails become black and grow to a ghastly length for one minute. You can make unarmed strikes with your nails, dealing 3d6 necrotic damage on a hit. When you hit the cursed creature with this attack, you gain a number of hit points equal to half the necrotic damage dealt.
Pollute Liquid
You can magically imbue one tiny container of liquid (no larger than one foot in any dimension) with a magical poison. When the cursed creature imbibes the drink, it must succeed on a Constitution saving throw or be poisoned. While poisoned in this way, the creature is delirious, forgetting who they once were for the next 10 minutes.
Prehensile Hair
Your hair grows up to 10 feet in length. Make a melee spell attack against a cursed creature within 10 feet of you. On a hit, the creature takes 3d4 bludgeoning damage and is grappled. It can use an action on each of it's turns to escape the grapple by making a Strength (athletics) check against your spell save DC.
Soothsayer
The cursed creature must succeed on a Charisma saving throw or be charmed by you for the next minute.
Swineshape
If you can see the cursed creature within 30 feet of you it must succeed on a Constitution saving throw or be turned into a pig. This transformation lasts until the pig is reduced to 0 hit points or until the end of your next turn.
Witch Toxin
Your fingers polymorph into venomous snakes and lunge towards a cursed creature within 20 feet of you. Make a ranged spell attack. On a hit, the creature takes 3d4 piercing damage and must succeed on a Constitution saving throw or take another 1d4 poison damage and be poisoned for one minute.
Intuitive Magic
Starting at 10th level, you learn 3 cantrips of your choice from any class' spell list. These count as Wizard spells for you, and Intelligence is your spellcasting ability for them. Also, you can add your Intelligence modifier to any damage you deal with a wizard cantrip you cast.
Arcane Savant
Starting at 14th level, you can perform an 8 hour ritual to create any material components for a spell that are worth 1,000 gp or less. The materials you create are magical placeholders for the actual materials, and thus have no market value. If not used to cast a spell which requires those material components in 24 hours, they crumble to dust.