Wizard
Base Class: Wizard

A great man once said that knowledge is power, this is a philosophy these wizards in particular adhere to. While most wizards would keep only spells in their spellbooks, the Lore Keeper has a designated section dedicated to mystical creatures and inhabitants of other planes. Some of these wizards may consider themselves curious enthusiast planeswalkers or the first line of defense in identifying threats to their home plane.

Otherworldly Lore

Starting at 2nd level your studies of magical creatures provides you with tactical information that can help you subdue or survive such a creature. After identifying a creature of magical origin or ties to a different plane, you are able to spend a standard action to consult your spellbook, gaining information detailing the creature's temperament, stat block, alignment and its elemental immunities, resistances and weaknesses as well as the damage type of its abilities. The check must be one that relates to the monster you are using Otherworldly Lore on (I.e.- Arcana for aberration, nature for a wolf, etc.) (Some creatures may have multiple viable checks). This check will be determined by the GM. You gain proficiency in two skills of your choice between Arcana, History, Nature and Religion. 

Magical Circumvention

Also at second level you gain knowledge on how to stay safe from hostile magical effects. You have a number of charges equal to your intelligence bonus per long rest, when a creature you can see within 60 ft of you is affected by a spell or magical ability that requires a saving throw, you may use your reaction and a number of charges up to the number of targeted creatures to give them advantage on saving throws for that spell. 

Magical Adaptation

If you have successfully used the affects of "Otherworldly Lore" this combat, you may impose disadvantage on a save of a spell you cast on any creature that was affected by Otherworldly Lore, or any creature that shares a creature type with that creature. You may use this ability 2 times per long rest. This bonus only applies once per combat.

Your Otherworldy Lore now grants you expertise in your choice of skills you possess proficiency with between Arcana, History, Nature, and Religion.

Magical Deflection

At 10th level, when a creature that's affected by your Magical Circumvention fails their saving throw, the creatures take half damage, if its a status effect the duration is halved. Effects that last until the end of the affected creature's turn instead last until the start of their turn.

You can now use "Otherworldly Lore" as a bonus action.

Emergency Spell

At 14th level, when in a dire situation, you resort to spell knowledge beyond your preparation. As a reaction, when a friendly creature is brought down to 0 health, you can magically shield the target from damage, until the start of their next turn, leaving them at 1 hp instead. When this feat triggers you can cast a spell from any spell list of a spell level you can cast, up to sixth level, on your next turn. This can be used once per long rest. 

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