The Loremaster

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 all things old or arcane. Your proficiency bonus is doubled for any ability check you make that uses the Arcana or History skill if you are proficient.

Spell Secrets

Also at 2nd level, you master the first in a series of

arcane secrets uncovered by your extensive

studies. When you cast a spell with a spell slot and the

spell deals acid, cold, fire, lightning,

or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage

type per casting of a spell).

Alchemical Casting

At 6th level, you learn to alter the formula of your spells as an apothecary would alter their potions. When you cast a spell with a spell slot that requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you do so, you cannot do so again until you finish a short or long rest.

Prodigious Memory

At 10th level, you have attained a greater

mastery of spell preparation. 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.

Secondary Studies

At 14th level, you have become so proficient in the art of magic that you have begun to delve into magics beyond the capabilities of a regular wizard. Choose any class besides Wizard that has a full spellcasting progression; this class becomes your secondary study. Once per long rest, as a bonus action, you can call to mind the ability to cast a spell from that class' spell list. The spell must be of a level for which you have spell slots, you musn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell is not a Wizard spell, it counts as a Wizard spell when you cast it. The ability to cast the spell vanishes from your mind once you cast it or once the current turn ends.