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Arcane Tradition: Lore Mastery


Hit Points

Hit Dice: d6 per Arcane Tradition: Lore Mastery level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

Lore Mastery

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).

Spell Secrets

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, force, lightning, necrotic, radiant, 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). You replace one energy type for another by altering the spell’s formula as you cast it.   When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.  

Alchemical Casting

At 6th level, your understanding of the underlying principles of magic embolden you to manipulate more magical energy than others would dare to. Whenever you cast a spell, you can spend one additional spell slot to augment the effect of the spell. The spell slot expended cannot be greater than half of your wizard level, and cannot be greater than the level that the triggering spell was cast at. You can cause one of the following effects:
  • You may add 1d8 extra damage to one target per level of spell slot spent.
  • You may increase the range of the spell by 30 ft. per level of spell slot spent, if the spell has a range greater than self.
  • You may increase the spell save DC by half of the level of spell slot spent, rounded up.
  • You may increase the number of targets the spell affects by 1 per level of spell slot spent, if the spell targets at least 2 creatures or objects.
  • -If the spell affects an area, you may increase one of the defining measurements by 5 ft per level of spell slot spent. For example, if the area of effect is a 20-ft-cube, then a first level spell slot turns it into a 25-ft-cube. If it has multiple dimensions, then you may increase one of them.

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.

Master of Magic

At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.   You can’t use this feature again until you finish a long rest.


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Juus.

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Class Features

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