Lore Mastery Wizard version 4.0

Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.

Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.

Lore Master

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.

In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

Arcane Alterations

At 2nd level, your understanding of arcane incantations allow you to alter your spells to a certain extent.

Starting at level 2, when you cast a spell with a spell slot, you can use a bonus action to alter the spell in a certain way. Each alteration can only be used once per short or long rest. You are only able to change the spell in one way and may not use both alterations on the same spell.

If the spell deals cold, fire, lightning or thunder damage, you can change the damage type to force damage.

If the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. If the spell requires saving throws on subsequent turns and the spell would cause an effect or condition that would cause the target to automatically fail the saving throw, the saving throw then returns to the original ability score after the initial application of the spell.

Bulwark of Knowledge

Your extensive expertise in spellcasting allow you to protect yourself from the brunt of their power by weaving magic around yourself.

If you a subjected to a spell that requires a saving throw that is cast by a creature within line of sight, you can use your reaction to make an Intelligence check against a DC equals 8 + the spell's level. If successful, you may add your Intelligence modifier to the saving throw.

Rapid Recollection

At 10th level, your mind quickens in times of danger and you can perform great acts of recollection when threatened.

As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest.

Unbound Mastery

At 14th level, your studying in the schools of magic reaches its pinnacle, allowing usage of spells not usually reachable my ordinary magi.

Once per long rest, you may chose a School of Magic. Chose two 5th level or lower spells from that school that is not normally available to the wizard class and add them to your prepared spell list. These spells do not count toward your maximum prepared spells. The spells functions as a wizard spell when you cast it and can be cast using a spell slot appropriete to the spell's level. The spells can only be cast once per long rest.

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