Base Class: Wizard
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 a vast array of topics. Choose two of the following skills: Arcana, History, Nature, or Religion. You become proficient in those two skills. If you are already proficient in them, your proficiency bonus is doubled for them.
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, 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). You replace one energy type for another by altering the spell’s formula as you cast it. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1).
Additionally, when you reach 6th level in this tradition, the necrotic, radiant, and force damage types are added to the list of options.
Structural Shift
Starting at 6th level, 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. If the spell requires multiple saving throws, only the first is changed. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.
Bastion of Knowledge
By 10th level your relentless pursuit of knowledge has sharpened your mind to an unnatural degree. Whenever you make an Intelligence ability check, you can treat a d20 roll of 9 or lower as a 10. You also add the legend lore spell to your spellbook if it isn’t there already. If you already know this spell, you add a different wizard spell of 5th level or lower to your spellbook. In addition, you can cast legend lore once without expending a spell slot or needing its material components. You must finish a long rest before you can cast legend lore in this way again.
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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