About this mod
Brings The Griffon's Saddlebag's Hedge Mage subclass for Wizards to Baldur's Gate 3.
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My second The Griffin's Saddlebag subclass! This one gives you the chance to channel your inner Radagast the Brown—everyone's favorite druidic wizard. The Hedge Mage blurs the line between the natural and the arcane magics, animating plant life and creating herbal elixirs using their vast knowledge of the natural world around them.




SUBCLASS FEATURES
Expanded Spell List
1st level: Animal Friendship, Detect Poison and Disease*, Entangle, Goodberry, Purify Food and Drink*, Speak With Animals
2nd level: Barkskin, Protection from Poison, Spike Growth
3rd level: Conjure Animals*, Plant Growth, Speak With Plants
4th level: Conjure Woodland Beings, Dominate Beast, Giant Insect*
5th level: Awaken*, Commune with Nature*, Contagion, Insect Plague
6th level: Conjure Fey*, Wall of Thorns
7th level: Regenerate*
8th level: Animal Shapes*
Spells marked with an asterisk (*) are not part of this mod, but will automatically be added if other mods have them (and if they happen to be named using the conventional naming method in the game files).

When you choose this tradition at 2nd level, a number of Druid spells are added to the Wizard spell list for you, listed above. You also learn the Druidcraft cantrip. It counts as a Wizard cantrip for you, but it doesn't count against your number of cantrips known.
In addition, you gain Proficiency with either the Animal Handling, Medicine, Nature or Survival skill.
All the Druid spells listed under the Expanded Spell List above are added among your regular Wizard spells with this feature. Since you can't add your own versions of Savant, the lowered cost for learning spells has been left out, and the herbalism kit/poisoner's kit/artisan's tools proficiencies have been exchanged for nature-themed skill proficiencies instead. That being said, you are granted the Druidcraft cantrip, of which I've created my own version, listed further down.

Starting at 2nd level, you can use an Action to animate a shrub, transforming it into a Needle Blight that can use its razor-sharp claws and fire needles at its foes. The plant is friendly to you and your companions, and it obeys any mental command that you issue to it (no action required by you). The effect ends early if the plant drops to 0 hit points. When you reach 6th level in this class, you can animate nearby vines to transform it into a Vine Blight, which can entangle nearby creatures in grasping roots and constrict its enemies with its vine-tangled arms. When you reach 10th level, you can animate a nearby tree stump to transform it into a Wood Woad, which can bludgeon its enemies with its magical club and regenerate health when walking through vine surfaces.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a Long Rest.
The RAW version requires you to actually target a plant to animate it, but this one simply summons an animated plant that fights for you like any other summoned creature. There aren't that many plant creatures in 5e, much less in BG3, so I had to make do. Most of them are blights from Act 2, aside from the Wood Woad. RAW, you are able to animate plant creatures based on Challenge Rating, but I just picked one version for each level threshold where your animated plant CR increases. I tried to make all the summoned creatures as close as their 5e counterparts as I could, but in places where that was impossible, I used corresponding/modified abilities from the BG3 versions.

By 6th level, your keen knowledge of herbology and arcane wit allow you to craft certain natural, but distinctly magical, elixirs. You know three elixir recipes, but can choose to replace a known elixir recipe for a different one whenever you gain a level in this class. Your elixir recipe options are detailed below. A creature can drink an elixir as an Action, or you can use an Action to throw an elixir at a creature. If the target is friendly, it magically gains the effects of the thrown elixir. If the creature is unfriendly, it must succeed on a Dexterity Saving Throw against your Wizard spell save DC or be affected by the elixir.
You can create a number of elixirs equal to your Proficiency Bonus using this feature. When you finish a Long Rest, you regain all expended uses of this feature, and any unused elixirs become nonmagical. You can create an elixir as an Action, or you can use your natural magic to bridge the gap between herbology and alchemy. Whenever you cast a spell of 1st level or higher from your expanded spell list, you can expend a use of this feature to create an elixir from your known recipes. When you do, the elixir appears in your inventory.
Elixir of Charm. If this elixir is thrown at a creature, it must make a Wisdom Saving Throw with Advantage. On a failed save, the creature is Charmed by the one who threw the elixir. While Charmed, the creature regards the thrower as a friendly acquaintance. The Charm ends early if the creature takes any damage. On a successful save, the creature isn’t Charmed and is immune to this effect until the next Long Rest.
Elixir of Night. When a creature drinks this potion, it gains Darkvision out to a range of 24m until its next Long Rest and adds 1d4 to any Stealth Checks it makes for the duration. The potion sheds bright light in a 6m radius.
Elixir of Protection. When a creature drinks this elixir, it becomes magically protected against either Acid, Cold, Fire, Lightning, or Poison damage until its next Long Rest. You determine the type of damage when you create the elixir. For the duration, any damage of that type that the creature takes is reduced by an amount equal to half their level.
Elixir of Recovery. You regain 2d8 hit points when you drink this elixir. When you reach 14th level in this class, the healing increases to 3d8.
Elixir of Restoration. When a creature drinks this elixir, the Blinded, Paralyzed, and Poisoned conditions end on the creature. When you reach 14th level in this class, the conditions removed includes Charmed, Frightened, and Petrified.
Elixir of Witchfire. When a creature throws this elixir at a target, it takes 3d6 Acid damage. When you reach 14th level in this class, the damage increases to 5d6.
RAW, all elixirs require a Dexterity save to apply its effects if thrown at an unwilling creature, but since Charm and Witchfire are the only ones that would require that, I opted to just ditch the save requirement for all the other elixirs, since you probably don't want to use them on enemies anyway. Elixir of Charm only forces a Wisdom save rather than a Dexterity save + Wisdom save since it's too annoying to implement, and to be fair, two saves to apply one effect that you can only attempt once kind of sucks. Elixir of Protection is also supposed to grant the target damage reduction based on your Wizard level, but that would be way too annoying so I just set it at the level of the one who drinks it.

By 10th level, you can cast the Speak with Plants spell as a Ritual. In addition, you add your Intelligence Modifier to the hit points restored and the damage dealt or reduced by your elixirs.
I created Speak With Plants from scratch for this one (both a regular, non-ritual one and the ritual one granted by this subclass), the effects of which is listed below. The second part of this feature boosts the effects of certain elixirs you craft, so make sure you pump that Intelligence stat.

At 14th level, you can use an Action to expend two uses of your Animate Plant feature to animate nearby decaying leaves, roots, vines and other organic matter, transforming it into an enormous Shambling Mound which can devour restrained enemies that are soaking in its digestive juices.
In addition, a plant animated by this feature or your Animate Plants feature also gains the following benefits:
• It gains a bonus to attack and damage rolls, Saving Throws, and Strength Checks equal to your Intelligence Modifier.
• Its hit point maximum increases by an amount equal to your Wizard level.
*Requires a mod that allows levelling past level 12.*
Normally this feature would animate a tree, but since I've already used the Wood Woad, I figured I'd let the caster animate a Shambling Mound, originally found in Act 2. This one is not as powerful as that one (for obvious reasons), and its Devour skill doesn't instantly kill a target, but deals a great deal of damage instead. Furthermore, all the plants you animate are now a lot more formidable in combat.

BONUS CANTRIP

Whisper to the spirits of nature, creating one of the following effects:
• Produce a pleasant flowery scent to accompany your graceful demeanor, granting you Advantage on Persuasion Checks.
• Instantly light or snuff out a candle, a torch, or a small campfire.
• Replicate the sounds of a wild animal and rustling leaves that compels nearby creatures to investigate.
My take on the Druidcraft cantrip, where I took a bit of creative liberty of what you can do with the tabletop version. The Persuasion Advantage was meant as a counterpart to Thaumaturgy for less hostile characters, the manipulation of light sources is simply too flavorful to not include, and the distraction part has half the duration of the Minor Illusion cantrip, to avoid rendering that one completely useless in comparison.
BONUS 3rd LEVEL SPELL

Communicate with nearby plant life, preventing you and your allies within 9m from being affected by Difficult Terrain caused by plants until your next Long Rest, while granting the ability to bring forth a small patch of hindering plants of your own. You can also release creatures Restrained by the Entangle spell for the duration of the spell.
I think I managed to figure out a decent way to implement this spell in the end. Much like other 10 minute durations, you create an aura that lasts until Long Rest. I played around a bit with the "you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration" part of the tabletop version and figured the ability to summon a small patch of (custom-made) difficult terrain rather than a surface that lasts indefinitely would still allow Plant Growth and the likes to be viable still. Worth noting is that this spell only turns difficult terrain into ordinary terrain for you and your allies without either removing the surfaces or removing their additional effects. You might still get restrained by Entangle and you will still take damage from Spike Growth, but your movement will not be impeded.

POTENTIAL ISSUES/DISCLAIMERS
• Since I had to create my own Wizard spell list for this subclass, spells added to the Wizard spell list via mods will likely not be added when using this subclass. There might be mods for that but I'm not entirely sure.
• Picking Speak With Plants as your level 3 spell before you get the ritual version at 10th level could possibly mess with casting it as a ritual at level 10.

INSTALLATION WITH BG3 MOD MANAGER
1.
Start BG3 Mod Manager and press the "Open Mods Folder" button on the top bar, or press Windows + R and type %userprofile%\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\.
2.
Open "HedgeMage.zip" and place "HedgeMage.pak" in the Mods folder.
3.
Refresh the mod list in BG3 Mod Manager by pressing F5, and move the mod from inactive mods to active mods in the mod manager window. If you encounter any issues, try placing it further down in the load order. Make sure you use the "Public" profile.
4.
Click "Save Load Order to File" in the top bar and launch the game.

MODS USED IN SCREENSHOTS
• Head: HGY Heads (Luli)
• Armor: Vestments of the Faithful (Druid Armour Leaf Decor)
• Hair: Kirby's Hair Pack (Bakery x Wildcat, Straight)
• Dye: P4 NPC and Outfit Inspired Dyes (P4 Ranger Inspired Dye)

CHECK OUT MY OTHER MODS:
Oath of Conquest FOR PALADINS
Graviturgy Magic FOR WIZARDS
Swarmkeeper FOR RANGERS
Circle of Stars FOR DRUIDS
Circle of Wildfire FOR DRUIDS
Chronurgy Magic FOR WIZARDS
Circle of Stormchasers FOR DRUIDS
Aberrant Mind FOR SORCERERS
College of Spirits FOR BARDS
Oath of the Bleak Walkers FOR PALADINS
Oath of Redemption FOR PALADINS
Lunar Sorcery FOR SORCERERS
Circle of the Shepherd FOR DRUIDS
Circle of the Blighted FOR DRUIDS
Inquisition Domain FOR CLERICS
The First Vampire FOR WARLOCKS
Clockwork Soul FOR SORCERERS
Wretched Bloodline FOR SORCERERS
Green Knight FOR FIGHTERS
Grave Domain FOR CLERICS
Circle of Blood FOR DRUIDS
Path of the Corpse Eater FOR BARBARIANS
Circle of Winter FOR DRUIDS
College of Tragedy FOR BARDS
Debonaire FOR ROGUES
Misfortune Bringer FOR ROGUES
Eldritch Domain FOR CLERICS
Night Domain FOR CLERICS
Grim Surgeon FOR ROGUES
-> Hedge Mage FOR WIZARDS <-
Way of the Mistweaver FOR MONKS
Way of the Windwalker FOR MONKS
Way of the Brewmaster FOR MONKS
Houndmaster FOR FIGHTERS
Circle of Spores Enhanced
Resurrect NPCs
Non-Lethal Ranged Attacks and Spells