Base Class: Wizard
Lore Mastery is an arcane tradition based not around delving into the secrets of one school of magic, but rather the understanding of the underlying mechanics of magic. Lore masters can change the formulas of spells, altering their effects, and even understand and cast spells no other wizards can. In addition, their knowledge of many spells allow them to call them to mind with much more ease than usual.
(This is my first thing I've uploaded to Roll20, and I have no freakin' clue how to make the proficiency/expertise option work in character sheets, so there's a point of Inspiration to anyone who can tell me how to make that function. Don't stop yourself at criticizing my ability use the website, though, I wanna hear people's opinions on it mechanics-wise. I wanted to strike a balance between being able to switch things on the fly, while retaining the need to think ahead that people like in Wizard. Also, the Bard's Magical Secrets feature made too much sense not to try out, especially since College of Lore gets more of them than the base Bard. Thanks for reading this. I love you.)
Lore Master / Spell Secrets
Lore Master
Starting at second level, you gain a deep understanding of spell formulas, and can make small changes to a spell when you prepare it.
Choose two skills from Arcana, History, Nature, or Religion. If you do not have proficiency in a chosen skill, you gain it. If you do already, you can double your proficiency modifier for any skill check you make with it.
Spell Secrets
In addition, whenever you prepare your list of Wizard spells, you may choose a number of spells of 1st level and higher whose combined levels equals half your wizard level, rounded down. You may change one damage type of the spell to either Fire, Cold, Poison, Acid, Lightning, Thunder, or Necrotic damage. When you cast it, you can use either the new damage type or the spell's original type. This change lasts until you finish a long rest, or prepare a new list of spells.
Magical Secrets
At 6th level, your knowledge of magic widens, allowing you to cast spells few other wizards can. Choose two spells from any classes, including this one. A spell you choose must be of a level you can prepare, as shown on the Wizard table, or a cantrip. Add the chosen spells to your spellbook, which count as wizard spells for you. Other wizards cannot copy these spells into their spellbooks.
When you level up, you may forget one of these spells and choose a new spell, as long as it is of a level you can prepare. This does not count towards the one spell you can exchange per level as a wizard.
You learn two additional spells from any class at 14th level.
Prodigious Memory
At 10th level, you can remember spells from your book with ease. You may now change your list of prepared spells when you finish a short or long rest.
When you cast a spell with a spell slot and it requires a saving throw, you can change the saving throw from one ability score to any other of your choice. Once you change a saving throw in this manner, you cannot do so again until you finish a long rest.
True Mastery
At 14th level, you gain true mastery over the memorization of spells. As a bonus action, you can replace one spell you have prepared for any other spell in your spellbook. After replacing a spell in this manner, you cannot use this feature again until you complete a long rest.
Finally, you add 2 more spells to your spellbook from any class list, to a total of 4, as long as you can prepare a spell of that level. You may still only replace one of these additional spells when you level up.
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