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 Lore Masters, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. Some Lore Masters 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. Others 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 3 skills of Arcana, History, Investigation, Nature, or Religion in which you are proficient in. Your proficiency bonus is doubled for any ability checks you make with them.
Analytical Prowess
Starting at level 2, your acute mind, bolstered by your vast knowledge of lore, gains the ability to dissect any challenge in mere moments. As a bonus action, you can assess a creature, an object or a spell effect within 60 feet of you that you can see. Your next ability check targeting this creature or object, or a saving throw against it's spell effect gains advantage. You can use this ability a number of times equal to your Intelligence modifier (minimum of 1). You regain the spent uses after you finish a long rest.
Prodigious Memory
At 6th 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.
Additionally when you roll for a skill, which is based on the INT modifier, and the roll is 5 or lower you can count it as if you have rolled a 6.
Precise Casting
At 10th level, your spellcasting skill and analytical abilities allow you to find optimal ways of utilizing your magic. After spending a bonus action assessing targets, you can make out their weak points and you can add 15 damage on the damage roll of your next spell you cast, until the start of your next turn. Alternatively, the targets get disadvantage on a saving throw against one spell cast by you until the start of your next turn. You cannot use this ability again until you finish a short or a 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 Nov 26, 2019Thanks dude, good to hear :)
it's not that easy to do this stuff and not everything i'd like to do is possible but i try to make things work as good as i can^^
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Posted Nov 26, 2019Just wanted to let you know that you are one of the FEW people on this website who actually make these homebrew subclasses fully finished!
I'm triggered by the people who can't be arsed to learn how to properly use the builder because they used a premade template which messes up things.
So good work and keep it up!