Base Class: Wizard
As a Lore Savant, you follow an arcane tradition fixated on understanding the underlying mechanics and structures of magic. It is the most "academic" of all arcane traditions. The promise of uncovering new knowledge or proving a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.
Arcane Academia
You gain two spells from any class. A spell you choose must be of a level you can prepare, as shown on the Wizard table, or a cantrip. Add the spells to your spellbook, which count as wizard spells for you.
Worldly Secrets
Beginning when you select this tradition at 2nd level, you become a compendium of knowledge on a vast array of topics. Choose two of the following skills: Arcana, History, Investigation, Nature, and Religion. You gain proficiency in those skills. If you are already proficient in them your proficiency bonus is doubled for any ability check you make using those skills.
Additionally, whenever you roll Initiative, you may use your Intelligence modifier instead of your Dexterity modifier.
Arcane Restructuring
Beginning at 2nd level, you master a series of arcane experiments uncovered by your extensive studies with spells.
Whenever you cast a Wizard cantrip or spell that you have prepared, you can alter the formula of it, changing spell's structure. You can change either the spell's damage type or saving throw.
At 2nd level, you can only use the damage types and saving throws under the Simple category, shown in the table below. At 6th level, you can use the Average category, and at 14th level, you gain access to the Complex category.
Changing Damage type
f a spell you choose deals only one type of damage, you can substitute the type of that damage with one other type from within the types of Structures that you are capable of. For example, as a 2nd level wizard, you can change the damage of a spell from necrotic to cold damage, but not to acid or force.
You can alter the damage type a number of times equal to your {{modifier:int@min:1#unsigned}} per short or long rest.
Changing a Saving throw.
If a spell forces a creature to make a saving throw, you can alter it to a different saving throw of your choice. You may change saving throws only for spells that you have prepared. You declare which new saving throw ability score a spell requires when you decide to alter that spell. Only the initial saving throw can be changed in this way.
You can alter the saving throw of a spell a number of times equal to {{modifier:int@min:1#unsigned}} per long rest.
Arcane Academia
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.
Additionally, you gain the ability to transcribe spells from other classes into your spellbook, deconstructing the formulae behind the spell, and rewriting it in your own notation. You can copy spells from other classes, following all regular restrictions. At the end scribing the spell, you must make a spellcasting ability check, the DC is equal to 10 + the spell level. On a success, the spell is added to your spellbook. On a failure, the attempt fails.
You learn two additional spells from any class at 14th level.
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.
Archmagus
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, you must have seen it being cast before, 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 after a number of rounds equal to {{modifier:int@min:1#unsigned}}.
You can’t use this feature again until you finish a long rest.
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