Some wizards eschew the lofty halls of academia and opt for a more rural life instead. Known as hedge mages, these arcanists are closer to both nature and their communities than most, frequently making their living helping the common folk with minor magical issues and selling potions for a living as they study their magic in the evenings.
At 2nd level, you have learned the skills most in-demand for a mage in your environment. You gain proficiency with any four of the following tools and skills: Animal Handling, Arcana, Medicine, Nature, Survival, alchemist’s supplies, herbalism kit, and poisoner’s kit.
Depending on the specific setting, it may also be appropriate for these characters to know the Druidic language.
Also at 2nd level you treat spells of the nature school as wizard spells and can copy them into your spellbook for the normal cost in time and money per level. Only another hedge mage can copy them from your spellbook, however. You also permanently have the find familiar and speak with animals spells prepared, and they do not count against your maximum number of spells prepared. You may cast them as rituals normally. Finally, you learn the druidcraft cantrip, which does not count against your maximum number of cantrips known.
At 6th level, your magical connection to the natural world protects you from many hazards. Non-magical precipitation of any kind (from soft rain or snow all the way to damaging hail) does not land on you unless you deliberately permit it. You have advantage on saving throws against natural hazards and spells from the nature school, and you automatically succeed on saving throws made to resist the effects of hot or cold weather.
At 10th level, you develop a certain “quick and dirty” knowledge of herbalism and alchemy that you can use in a pinch. As long as you are in natural surroundings (such as a forest or a cave), you can spend an hour to create any consumable item (such as a lesser healing potion or a tanglefoot bag) that costs 100 gold or less. At any given time, you may only have a number of these items equal to your Intelligence modifier in existence at once, and they only last for 8 hours before losing potency.
At 14th level, you may designate a specific location as your home territory. Doing so requires you to have lived there for at least a month and also requires that you perform a magical ritual that takes 8 hours, consumes 200 gold worth of ingredients, and leaves you with a level of fatigue at the end (which may be recovered normally). Your Home Territory is centered on the ritual site and extends out from it a number of miles equal to your proficiency bonus. Once you have designated an area as your home, you gain the following benefits:
You may only have one Home Territory at a time, but you may create a new Home Territory whenever you wish, provided you meet the prerequisites. If a given location was previously your Home Territory, you can perform the ritual to reestablish it as your Home Territory immediately upon your return, ignoring the residency duration prerequisite.