I've been working on a new take on the Lore Mastery Arcane Tradition for the Wizard.
I was hoping I could get some feedback. I'm sure its still trash at this point, but I'm hoping I'm closing in on some better ideas. I've included my explanations for why I'm doing what I'm doing.
Thanks,
Tom
Lore Master
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. You gain proficiency in your choice of two of the following skills: Arcana, History, Medicine, Nature, and Religion. If you already have proficiency in any of these skills, your proficiency bonus is doubled for any ability check you make that uses that skill.
In addition, your analytical ability 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).
Arcane Secrets
At 2nd level, you learn how to make small changes to the spells you know as you cast them. When casting a spell, you can make one of the following changes to it.
When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can substitute one damage type from that list with one other damage type from that list.
When you cast a spell that requires a Strength, Dexterity, or Constitution saving throw, you can change the saving throw from one ability score from that list to another of your choice from that list.
When you cast a spell that requires an Intelligence, Wisdom, or Charisma saving throw, you can change the saving throw from one ability score from that list to another of your choice from that list.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 10th level, you can use it twice before a rest, but only once on the same turn.
Combined Spells
At 6th level, you gain the ability to weave the effects of multiple spells together, blending the verbal and somatic components required.
When you cast a spell that uses a spell slot you can use your bonus action to cast a second spell of 1st level that has a normal casting time of 1 action at the same time.
The targets and areas of the two spells must overlap as much as possible. For example, if one spell targets an area, and the other targets a creature, the creature targeted by one spell must be within the area targeted by the other. Or if both spells target areas, the two areas must overlap as completely as possible.
If both spells require spell attack rolls, use the same attack roll for both spells. If both spells requires the same saving throw, creatures targeted only make one saving throw against both spells.
Creative combinations of spells can achieve unusual results. If you think of an interesting result you would like to achieve by combining two spell’s effects, describe it to your DM. If the DM thinks it would be feasible, they can choose to ask for an Intelligence (Arcana) check with a DC of 15 + the combined levels of the two spells are casting. On a success, the described result is achieved.
However, magical experimentation can be dangerous! The DM may also describe other unwanted or unexpected results of combining spells in this way. Be warned!
Magic Sense
At 10th level you are able to discern the presence and properties of magic in the world without the use of magic itself.
As an action can identify the properties of a magic item that you can see and touch.
Additionally, as an action you can detect the presence of magic within 5 feet of you. If you detect magic in this way you hear a faint humming around any creature or object in the area that bears magic, and from the tone of this hum you learn the school of magic (if any).
Master of Magic
At 14th level, your knowledge of magic allows you to duplicate the effects of other forms of magic.
As an 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 at the end of your next turn.
Once you use this feature, you must finish a long rest before you can use it again.
This is all very good, I do, however, have some notes.
Lore master: Change it to two on the list and you gain expertise in all of the above that you are proficient in.
Arcane Secrets: This is my favorite part of the subclass and for that reason, I really want it to level well. Perhaps like action surge, at 6th, 10th, and 14th you gain another use of it.
Combined Spells: I'm not much help with this one when it comes to playability. I can tell you that the second spell should have a casting time of an action and could be cast as a bonus action. Also, if I want to cast fireball at a group of goblins and mage armor would the fireball have to include me in the blast radius? You do mention what happens if a creature is hit or misses their save on the first spell, but what if they aren't hit or do succeed their save?
Magic Sense: Detect Magic should be added to the wizard's spellbook and the recharge should be a short rest.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Lore Master: As in pick two to become proficient in, any you are already proficient in you gain expertise in? Makes sense.
Arcane Secrets: NIce idea, yes. I’ll look into that by comparison with other classes.
Combined Spells: My intention with the combined spells was to avoid allowing for simply casting two spells at once, and encourage combining effects on the same targets. So to use your example, per my current intention, it would be invalid (though not specifically against the rules as written currently). However perhaps this becomes too difficult to describe in rules terms?
Initially I said that the spells had to have the same target, but a spell’s target is only losely defined in D&D 5e, and that also rules out cool combos like a thunderwave magic missile, potentially...
Magic Sense: I was trying to emulate this not being a spell casting, but rather the ability to do it by sheer mental prowess. Like an Arcana check on steroids. Perhaps I should write a pseudo-detect magic/identify feature instead of just piggybacking on the spell?
You have a point there, it is hard to define target. Perhaps limited the spells to ones with a range of 5 ft or greater? But it may make it too clunky and not versatile enough.
With Magic Sense, look at the School of Transmutation's 10th level ability for inspiration. I based my feedback on it. It does feel like it's missing something, I'm sure someone else will have an idea.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
For magic sense, I think it would be fine for detect magic to be at-will. There is now a racial feat that grants that ability to drow so I don't think it is overpowered for a 10th level subclass ability especially since it can already be cast as a ritual. The same could probably be said for identify.
On reflection, why not let someone do an fireball mage armour? As written it'd either be mage armour that explodes everyone around you (including you!) or it'd be a DC 19 Intelligence (Arcana) check to get some other cool idea; like mage armour that burns everyone but you (if the DM likes the idea).
I've tweaked it as you suggested though, to use bonus action and require spells with a casting time of 1 action.
I've also tweaked the Magic Sense feature so it includes non-spell versions of both 'spells'. The detect magic one is nerfed a bit, becoming 5-feet range only and using hearing instead of sight (so no magical auras seen through walls). The trade off is that both effects are always-on. A level 10 Lore Master can, provided they can get up-close, always detect the presence of magic and the school.
I also took your feedback and let people get an additional use of the Arcane Secrets at level 10.
I will update my original post with the new version, let me know what you think, and thanks for the tips!
Hi all,
I've been working on a new take on the Lore Mastery Arcane Tradition for the Wizard.
I was hoping I could get some feedback. I'm sure its still trash at this point, but I'm hoping I'm closing in on some better ideas. I've included my explanations for why I'm doing what I'm doing.
Thanks,
Tom
Lore Master
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. You gain proficiency in your choice of two of the following skills: Arcana, History, Medicine, Nature, and Religion. If you already have proficiency in any of these skills, your proficiency bonus is doubled for any ability check you make that uses that skill.
In addition, your analytical ability 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).
Arcane Secrets
At 2nd level, you learn how to make small changes to the spells you know as you cast them. When casting a spell, you can make one of the following changes to it.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 10th level, you can use it twice before a rest, but only once on the same turn.
Combined Spells
At 6th level, you gain the ability to weave the effects of multiple spells together, blending the verbal and somatic components required.
When you cast a spell that uses a spell slot you can use your bonus action to cast a second spell of 1st level that has a normal casting time of 1 action at the same time.
The targets and areas of the two spells must overlap as much as possible. For example, if one spell targets an area, and the other targets a creature, the creature targeted by one spell must be within the area targeted by the other. Or if both spells target areas, the two areas must overlap as completely as possible.
If both spells require spell attack rolls, use the same attack roll for both spells. If both spells requires the same saving throw, creatures targeted only make one saving throw against both spells.
Creative combinations of spells can achieve unusual results. If you think of an interesting result you would like to achieve by combining two spell’s effects, describe it to your DM. If the DM thinks it would be feasible, they can choose to ask for an Intelligence (Arcana) check with a DC of 15 + the combined levels of the two spells are casting. On a success, the described result is achieved.
However, magical experimentation can be dangerous! The DM may also describe other unwanted or unexpected results of combining spells in this way. Be warned!
Magic Sense
At 10th level you are able to discern the presence and properties of magic in the world without the use of magic itself.
As an action can identify the properties of a magic item that you can see and touch.
Additionally, as an action you can detect the presence of magic within 5 feet of you. If you detect magic in this way you hear a faint humming around any creature or object in the area that bears magic, and from the tone of this hum you learn the school of magic (if any).
Master of Magic
At 14th level, your knowledge of magic allows you to duplicate the effects of other forms of magic.
As an 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 at the end of your next turn.
Once you use this feature, you must finish a long rest before you can use it again.
This is all very good, I do, however, have some notes.
Lore master: Change it to two on the list and you gain expertise in all of the above that you are proficient in.
Arcane Secrets: This is my favorite part of the subclass and for that reason, I really want it to level well. Perhaps like action surge, at 6th, 10th, and 14th you gain another use of it.
Combined Spells: I'm not much help with this one when it comes to playability. I can tell you that the second spell should have a casting time of an action and could be cast as a bonus action. Also, if I want to cast fireball at a group of goblins and mage armor would the fireball have to include me in the blast radius? You do mention what happens if a creature is hit or misses their save on the first spell, but what if they aren't hit or do succeed their save?
Magic Sense: Detect Magic should be added to the wizard's spellbook and the recharge should be a short rest.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thanks for the feedback!
Lore Master: As in pick two to become proficient in, any you are already proficient in you gain expertise in? Makes sense.
Arcane Secrets: NIce idea, yes. I’ll look into that by comparison with other classes.
Combined Spells: My intention with the combined spells was to avoid allowing for simply casting two spells at once, and encourage combining effects on the same targets. So to use your example, per my current intention, it would be invalid (though not specifically against the rules as written currently). However perhaps this becomes too difficult to describe in rules terms?
Initially I said that the spells had to have the same target, but a spell’s target is only losely defined in D&D 5e, and that also rules out cool combos like a thunderwave magic missile, potentially...
Magic Sense: I was trying to emulate this not being a spell casting, but rather the ability to do it by sheer mental prowess. Like an Arcana check on steroids. Perhaps I should write a pseudo-detect magic/identify feature instead of just piggybacking on the spell?
You have a point there, it is hard to define target. Perhaps limited the spells to ones with a range of 5 ft or greater? But it may make it too clunky and not versatile enough.
With Magic Sense, look at the School of Transmutation's 10th level ability for inspiration. I based my feedback on it. It does feel like it's missing something, I'm sure someone else will have an idea.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
For magic sense, I think it would be fine for detect magic to be at-will. There is now a racial feat that grants that ability to drow so I don't think it is overpowered for a 10th level subclass ability especially since it can already be cast as a ritual. The same could probably be said for identify.
On reflection, why not let someone do an fireball mage armour? As written it'd either be mage armour that explodes everyone around you (including you!) or it'd be a DC 19 Intelligence (Arcana) check to get some other cool idea; like mage armour that burns everyone but you (if the DM likes the idea).
I've tweaked it as you suggested though, to use bonus action and require spells with a casting time of 1 action.
I've also tweaked the Magic Sense feature so it includes non-spell versions of both 'spells'. The detect magic one is nerfed a bit, becoming 5-feet range only and using hearing instead of sight (so no magical auras seen through walls). The trade off is that both effects are always-on. A level 10 Lore Master can, provided they can get up-close, always detect the presence of magic and the school.
I also took your feedback and let people get an additional use of the Arcane Secrets at level 10.
I will update my original post with the new version, let me know what you think, and thanks for the tips!