TEXT:  
   
   
   
   
   
   
   
   
  Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  Hedge Wizard 
  Unlike ordinary wizards who learn their craft through 
  extensive research and formal training, hedge wizards 
  discover arcana on their own, reading what they can find, 
  and uncovering deeper magic through experimentation. 
  Hedge wizardry is defined by a lack of schooling, and 
  consequently, hedge wizards are not grouped in traditional 
  arcane schools. However, self-education is not without its 
  drawbacks, for a hedge wizard is without school 
  specialization, but is exceptionally practiced in lower level 
  spells. 
       Many norms for wizards do not apply to you. Your 
  knowledge just as extensive, but is spread wider and over 
  more schools than your formally-educated counterparts. 
  Cantrips are your playthings, and you have become an 
  expert in their use. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cantrip Savant 
  You learn an additional wizard cantrip at 2nd level, 6th 
  level, and 10th level. These cantrips don't count against 
  your number of cantrips known. 
  Hedge Magic 
  At 2nd level, you gain an additional 1st level spell slot. 
  You gain one more 1st level spell slot at 6th level and 14th 
  level. 
  Migrant Spellcaster 
  Starting at 6th level, immediately after you cast a wizard 
  cantrip, you can move 10 feet without provoking 
  Opportunity Attacks. 
  Potent Cantrips 
  At 10th level, you can add your Intelligence modifier to the 
  damage you deal with any wizard cantrip. 
  Master Magician 
  Starting at 14th level, when you cast a wizard cantrip, you 
  can gain advantage on a spell attack roll or give the target 
  of the cantrip disadvantage on their first saving throw made 
  against the spell. You can use this feature a number of 
  times equal to your Intelligence modifier and you regain all 
  expended uses when you complete a long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Hedge Wizard.pdf