LOREMASTER Learning Spells: Loremasters are masters of all forms of magic; however they must spend longer than any other to effectively learn them as a result of having so many different schools of magic to learn from. Each level a Loremaster may choose one spell for free to learn as long as he is capable of casting spells of that level. Loremasters initially may choose from Wizard spells; as they gather more knowledge they’re arsenal can include the spells of other classes. ARCANE RECOVERY: One a day you may recover up to half your wizard level (rounded up) in spell slots. 2nd WELL LEARNED: Even if a Loremaster hasn’t cast a spell themselves they’ve almost certainly used one similar to it. Starting at 2nd level, you may cast a Wizard spell you do not know as long as you are capable of casting a spell at that level. You may use this feature a number of times equal to your proficiency modifier, and regain this feature after a long rest. 6th FIELD EXPERIENCE: Though Loremaster’s prefer to pour over their notes to learn their trade they are not afraid to get their hands dirty when the need arises. Starting at 6th level Loremasters may attempt to learn a spell they’ve seen in their last combat encounter. The DC may be determined by the DM to see whether or not the spell is learned. 10th FOOL ME ONCE: You possess an ability no other adventurer has; the intellect to remember shit. Starting at 10th level, you may add your proficiency bonus on saving throws that you’ve succeeded against before regardless of your proficiency level already related to the saving throw. 14th BOUNDLESS KNOWLEDGE: A Loremaster desires to learn all spells, not only those belonging to one kind of caster. Starting at 14th level, you may learn and cast spells outside of the Wizard spell list. You may use your proficiency modifier when casting and determining your spell save DC but not your INT modifier. 18th DOCTORATE: You’ve finally begun to truly master what you’ve learned. Starting 18th level, you may use your INT modifier for non-Wizard spells. 20th BOUNDLESS POTENTIAL: Your magical potential does not peak; no one can learn everything after all. Starting at 20th level, you may make DC INT for each spell you cast to determine if you may cast that specific spell an unlimited amount of times. The DC will of course raise the higher level the spell.
A Dagger or Shortsword A Shortbow or Longbow A Spellbook (if using one for the campaign)
Spell Save DC: 8+ Proficiency Modifier + INT Modifier Spell Attack Modifier: Proficiency Modifier + INT Modifier Table: Same as Wizard Class