Base Class: Wizard
Lorekeepers are wizards obsessed with forbidden lore, hidden secrets, and discovering the unknown. They can be found in ancient libraries, mystical sanctuaries, and arcane academies, ever seeking the mysteries that lie beyond the ordinary realms of magic.
Keeper’s Knowledge
2nd-level Lorekeeper feature
You learn two languages of your choice. You also become proficient in your choice of three of the following skills: Arcana, History, Investigation, Nature, or Religion. You gain proficiency with one of the following tools: Alchemist's Supplies, Calligrapher's Supplies, Cartographer's Tools, Herbalism Kit, or Tinker's Tools.
By meditating for 10 minutes, you can temporarily double your proficiency in Arcana, History, Investigation, Nature, or Religion for one hour, as you draw upon the hidden currents of universal knowledge.
Arcane Bond
2nd-level Lorekeeper feature
Over the course of 10 minutes you can ritually bond with a particular book or scroll. Once bonded, as long as the text is on the same plane of existence, you can summon a spectral copy of it to your hands. You can only bond with one book or scroll at a time.
Magical Synesthesia
2nd-level Lorekeeper feature
Your study of the vast tapestry of arcane energies has intertwined your senses. When magic courses through the air, you don't just see or hear it—you feel its very essence, deciphering its intricate patterns as if tasting its flavor or hearing its melody.
However, the intention behind a spell during combat is often more direct and focused. This clear intent makes the spell's essence more discernible, allowing you a clearer grasp of its arcane structure. In contrast, spells cast outside the heat of battle often possess a myriad of nuanced intentions that cloud your synesthetic perception. As such, you can only use this ability to decode spells that are cast during combat.
Whenever you observe a leveled spell being cast in combat within your line of sight and earshot, you can instinctively attempt to decode its arcane structure. To do so, make an Intelligence (Arcana) check against a DC of 15 + the spell's level. This uncanny ability extends to any spell, transcending the typical confines of the wizard's repertoire.
On a successful check, the spell's arcane signature imprints upon your senses, allowing you to transcribe its pattern into your spellbook, as if you were translating a vivid dream or a fleeting memory onto paper. The time and cost of such an endeavor is the same as if you had a scroll of the spell. You can hold onto the imprints of multiple spells simultaneously using this method. However, for each spell you have already imprinted, the base DC to capture a new one increases by 2, reflecting the increasing complexity of juggling multiple arcane melodies in your mind.
This sensory melding is delicate however. Should you falter in your transcription attempt, the nuance of that particular arcane signature blurs and fades, slipping through your grasp like a dream upon waking. To regain the clarity required for transcription, you must once more witness the spell and succeed on another Intelligence (Arcana) check, refreshing the arcane melody in your synesthetic experience.
Erudite’s Edge
6th-level Lorekeeper feature
The Lorekeeper's relentless pursuit of knowledge doesn't just illuminate the mind, it imparts a tangible edge, allowing them to tap into the very essence of their discoveries and manifest them in myriad ways. When you succeed on an Arcana, History, Investigation, Nature, or Religion skill check, you gain one of the following benefits based on the type of skill check:
- Arcana: Harnessing the arcane energies around you, you regain an expended spell slot of a level equal to or lower than one-third of your wizard level (rounded down). You can't regain a slot of 6th level or higher in this way. You can only benefit from this effect once per short rest.
- History: The voices of the past whisper guidance to you. In the next hour you can choose to make one ability check, attack roll, or saving throw with advantage.
- Investigation: For the next 10 minutes, you can ask the DM one additional question about the specific thing or area you were investigating, and they must answer truthfully, though the answer may still be vague if the information isn't readily apparent.
- Nature: The land around you seems to communicate. For the next 10 minutes, you can communicate with plants as if under the effects of the speak with plants spell.
- Religion: A deity or otherworldly entity takes note of your understanding. The next time you roll a 1 on an attack roll, ability check, or saving throw within the next 24 hours, you can reroll the die but must use the new roll.
Lorebound Teleportation
10th-level Lorekeeper feature
Your vast knowledge allows you to traverse pathways of lore and information. As an action, you can teleport to any location you have read about or studied, no matter the distance. This feature allows you to transport a number of willing creatures up to a quarter of your wizard level (rounded down). However, these destinations are limited to your current plane of existence. Once you use this feature you cannot do so again until you complete a long rest.
To override these limits, make an Intelligence (Arcana) check against a base DC of 15, modified by the conditions below.
- Extra Passengers: You can attempt to bring additional creatures with you, but each extra passenger makes the endeavor more difficult. The DC increases by 1 for each creature beyond your limit.
- Interplanar Travel: If you wish to traverse to another plane of existence, the weave of magic becomes significantly more intricate to navigate. The DC increases by 10 for such attempts.
If you attempt to bypass the limits but fail the Arcana check an anomaly occurs. Roll a d100 and consult the below table for the consequences of the Lorebound Teleportation Anomaly.
|
Lorebound Teleportation Anomalies |
|||
|
Amount under the DC |
1-5 |
6-10 |
11-15 |
|
Misplaced Gear |
01-75 |
— |
— |
|
Lost Voice |
76-92 |
1-50 |
— |
|
Mystical Echo |
93-98 |
51-70 |
— |
|
Energetic Drain |
99 |
71-85 |
01-50 |
|
Vulnerable Essence |
100 |
86-100 |
51-100 |
Misplaced Gear: A non-essential item (like a waterskin, a torch, or a ration) is left behind at your starting point or ends up in a random nearby location.
Lost Voice: Your vocal cords are stressed from the teleport, leaving you unable to speak or cast spells with verbal components for 1 hour.
Mystical Echo: For the next 24 hours, each time you cast a spell, roll a d4. On a roll of 4, the spell doesn't immediately take effect. Instead, it is held in a mystical echo. More than one spell can be stored this way. While you have a spell stored in this way, the next time you cast another spell, roll a d10. On a roll of 7 or higher, both the stored spell and the new spell are released simultaneously. If the stored spell requires a target, its target becomes random, whether that be a creature, area, or specific point, and may be contradictory or overlap with the intended effects of the new spell.
Energetic Drain: The strain of teleportation drains you. You expended a spell slot of your highest available level, you and any passengers gain three levels of exhaustion.
Vulnerable Essence: Your magical essence is exposed during the teleport. For the next 24 hours, you and any passengers have vulnerability to all damage types.
Arcane Web
14th-level Lorekeeper feature
Your profound understanding of the intricate web of arcane energies grants you unparalleled insights into the world's mysteries and the capability to connect with the very pulse of knowledge. You can use these connections in the following ways:
Arcane Query: By tapping into the ethereal strands of arcane memory, you can unearth ancient secrets, lost histories, and primordial knowledge. Once per long rest, you can ask the DM a question directly related to ancient lore, forgotten events, or esoteric mysteries. The arcane web might respond with a cryptic vision, a direct hint, or a whispered fragment of truth.
Nexus Sanctum: With a focused intent, you can pull the threads of the arcane web. If you spend 10 minutes working with the threads, folding the very fabric of reality, you can create a demiplane that mirrors the greatest libraries. Here, outside the river of time, you and your allies can ponder, strategize, and immerse yourselves in study. Though you may feel as if hours of in-depth discussion and research have passed, in the material realm, mere minutes have elapsed. For every hour spent within the demiplane, 2 minutes pass in the material realm. This temporal sanctuary persists for 10 minutes in the material realm before gently returning its occupants to their original plane. Once the Sanctum fades, you cannot create a new one for 24 hours.
Scholars' Connection: The arcane energies that flow through the world also connect its current denizens, especially those dedicated to the pursuit of knowledge. Once per day, you can send a ripple through this network, reaching out to scholars, mages, and lorekeepers of the present day. By doing so, you pose a query about contemporary events, recent discoveries, popular knowledge, or current affairs. Within an hour, the collective consciousness of the world's present-day intellectuals converges towards you, offering insights, observations, and contemporary perspectives.
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