Base Class: Wizard
Lore Masters are primarily academic Wizards who seek to understand the underlying mechanics of magic. While they are normally content keeping to their vast libraries and secluded laboratories, the promise of uncovering arcane knowledge or proving (or discrediting) a magical theory is enough to rouse them from their studies and set them on the path of adventure.
Instead of focusing on a specific school, Lore Masters choose to examine the beauty and mystery in the creation of magic. They find more value in the process of creating magic than the results. Some are haughty and self-important (even for Wizards), believing that other traditions fail to recognize the true nature of magic. Others are wise and friendly teachers, eager to share their deep knowledge of magical lore with those who are willing to learn.
Lore Mastery
When you choose this arcane tradition at 2nd level, your proficiency bonus is doubled for any skill check you make that uses the Arcana or History skills if you are already proficient in those skills.
Arcane Savant
When you choose this tradition at 2nd level, the time (but not the gold) you must spend to copy a spell into your spellbook is halved.
Arcane Alteration
At 2nd level, you can alter a spell's formula as you cast it. When you cast a spell that deals acid, cold, fire, lightning, or poison damage, you can change the damage type to one of the other types from that list. You can only change the damage type upon the initial casting of the spell, and the change persists throughout the spell's duration.
Advanced Alteration
When you reach the 6th level, your advanced understanding of magical theory allows you to alter how your spells affect a target. When you cast a leveled spell that targets only one creature and that requires a saving throw, you can change the ability score associated with that saving throw. These ability scores must be similar to each other; a spell requiring a physical saving throw (Strength, Dexterity, or Constitution) must remain a physical saving throw, and spells requiring a mental saving throw (Intelligence, Wisdom, or Charisma) must remain a mental saving throw. You can only change the associated ability score upon the initial casting of the spell, and the change persists for any additional saves the target must make. Once you use this ability, you can't do so again until you finish a short or long rest.
Prodigious Memory
By the 10th level, your excellent memory allows you to alter your prepared spells. When you use your arcane recovery feature, you can exchange one Wizard spell you have prepared with another Wizard spell from your spellbook.
Master of Magic
When you reach 14th level, your mastery of magical theory becomes second to none. Whenever you cast a spell that deals force, necrotic, psychic, radiant, or thunder damage, you can replace the damage type of that spell with another damage type on that list.
Additionally, when casting a Wizard spell you know, you ignore any material components that lack a cost and aren't consumed by the spell.
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