Base Class: Wizard
The School of Secret Lore is an arcane tradition not fixated on the study of a specific school of magic but the understanding of the underlying mechanics and secrets 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).
Spell Secrets
At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. You have learned to master the components for spells dealing damage to change them in such a way that will change the type of damage dealt.
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 your chosen type. You replace one energy type for another by altering the spell’s formula as you cast it.
You know 1 basic damage type (acid, cold, fire, lightning, or thunder), and then at 6th and 10th level you will learn 1 more. At 14th level you, can learn a 4th basic damage type or an advanced damage type (force, necrotic, or radiant).
You have also learned the secrets to ritual casting. You are able to cast a ritual spell at very fast speed. The ritual will only take 1 minute to cast rather than 10 minutes. Once you cast a ritual spell in this way you can’t do so again until you finish a short or long rest.
Acid
You have learned the secret to altering the spell formula of any damaging spell to deal acid damage.
Cold
You have learned the secret to altering the spell formula of any damaging spell to deal cold damage.
Fire
You have learned the secret to altering the spell formula of any damaging spell to deal fire damage.
Force
You have learned the secret to altering the spell formula of any damaging spell to deal force damage.
Lightning
You have learned the secret to altering the spell formula of any damaging spell to deal lightning damage.
Necrotic
You have learned the secret to altering the spell formula of any damaging spell to deal necrotic damage.
Radiant
You have learned the secret to altering the spell formula of any damaging spell to deal radiant damage.
Thunder
You have learned the secret to altering the spell formula of any damaging spell to deal thunder damage.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Wizard table, or a cantrip. The chosen spells count as wizard spells for you. If it is a cantrip is doesn’t count against the number of cantrips you know.
You have also learned the secret to strengthening your spells. Any attempt to counterspell or dispel your spells that requires a spellcasting ability check are done so at a disadvantage.
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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Posted Dec 6, 2022I'm not sure you are able to change initiative to INT and regarding the expertise feature, for some reason you can't seem to be able to only give expertise if you are already proficient in a particular skill.
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Posted Sep 3, 2019Awesome subclass, Unfortunately Int for initiative isn't currently working and Lore Master automatically gives proficiency in Arcana, History, Nature, or Religion instead of being given upon selection.