Wizard
Base Class: Wizard

The wizard that reads books and find himself amazed by the storytelling and the things that stories can create and teach, you as an Loremaster wants to pass on the teachings and the beauty of the books and stories.

Lore Knowladge

You are proficient and have advantage on History Checks.

Story Casting

You can use Wisdom instead of Intelligence when casting your spells.

The Storyteller Way

You have enhanced in your lore knowledge and know can chose the way that you will tell your stories, you can tell the way that you want but the one that you pick is your favorite and the way your spells gonna be casted.

The Way of the Orator

You prefer to tell your stories thought in a oral way, sitting next to the fire, in a tavern, or everywhere else, granting you the Orator Features

The Way of the Poet

You prepare your stories in a poem format, with rhymes and good writing, gaining access to the Poet Features.

The Way of the Writer

You prefer write books of fantasy or real history, granting you the Writer Features.

Telling the Adventures

The Writer Wizard starts writing his own adventures and feelings, to further more teach others about his failures and successes, and the monster and people he encounters, and to cast his unique spells.
The Poet Writes them down , singing or telling the rhymes to other people to amuse them or cast spells.
The Orator tends to memorize everything after a complication happens, to tell it after.

The Book of Adventures

While in short or long rest the Writer can put annotations on his book of everything that just happen they don't need to stick to the truth at all, or even write his own adventures, maybe write an fantasy book, a book about his past or even a book from someone else.

When you enter on a library and write on your book it counts as short rest for you, you have advantages on finding books and remembering things that you read. 

The Mind of the Stories

You have a +2 bonus on deception checks while telling a fake story, you can make unrealistic stories sound real with your sharp mind, and you have advantage while telling a true fact to someone.

The Notes of Poems

You can opt, after something that um judge interesting, make an Performance Check to write down in a poem format the thing that you want to, after telling a successful poem to someone you gain a bonus of +2 Charisma on tests against that person

Alive Images

You can create up to three tiny images that you can control by writing or speaking what they do, can be used to amuse people with the stories or in creative ways. Can be cast in things to give more life to the images for example fire, sand, water, clay, etc. The Alive Images have 1 Hit Point and 1 Strength.

As a Writer you need to do a Wisdom Check to maintain the concentration and focus on the images.

As a Poet you need to do a Performance Check to tell the poem and make the rhymes.

As a Orator you need to do a Charisma Check to the images don't run wild and obey you. 

Repeating the Past

A Spell that permits the Loremaster to replicate a spell or an action that he have seen, for example:

An ally paladin casts Cure Wounds, you record it as your Storyteller Way specify, further in your adventure you the paladin doesn't have spells slots to cast it anymore, you can replicate it as said in the history of the facts and cast Cure Wounds, whiteout spending a spell slot and replicating.

You can use it as the same type of action as how happened.

Repeating the Past have its own limitations, if it is a spell that you don't know it it only deals half of the damage, half the duration and half the range, if the spell is 2 levels ahead of your spell levels you can't cast it, (Depending of your DM intentions you can't replicate certain things.) You can't replicate a class feature as Rage or Sneak Attack, neither replicate something did by a creature taller then medium, you can't repeat an action that you already replicate.

If you are a Writer you need your book to do so.
If you are a Poet you need your notes to do so.

Battle Storyteller

You can manipule the future or the present by telling or writing what will happen according of your Storyteller Way.

Battle Narrator

By casting this spell you can, in the middle of conflicts you can encourage things to happen such as suggesting things in the mind of a creature, inspire your allies, as you narrate, when the spell is cast you are obliged to narrate for two rounds, gaining one reaction and bonus action, for example:

The Orator got surprised by an goblin archer that fires at him from distance, as a reaction action the Orator say "But suddenly the goblin misses", after he makes an successful wisdom check the arrow, suddenly changes direction or misses by centimeters.

the spell can't be cast again until a long rest.

Guessing the Future

As the Writer you can write down what you guess it would happen on the day, if what you guessed really happens you gain additional spell slots, if something that you guessed that would happen can happen at one point of the day you can make a wisdom check to make it happen without reward, if you fail any other thing that you guessed ain't giving you spell slots.

The spell only rewards really specific guessing, obvious ones are not rewarded, and the more specific that it be more spells slots your DM can give.

How it works for example:

You guessed at this morning that your friend rogue would be caught stealing, you see him trying to steal a horse of some distracted adventurer, so you cast the spell and succeed, and the guards suddenly appears and arrest him.

Notes: The spell can't create improbable things, the guards already was there, the rogue was in fact stealing something, if you want that someone break the wooden floor, it might happens because there is a wooden floor and there is a person.

Poem of Actions

after a long rest you can write a poem of something that someone can do before they do, and apply as any type of action if you succeed in casting the spell.

For example, you write that someone can dodge attacks, and you will be hit by an arrow, so you can cast the spell to apply the poem as a reaction to yourself and do a wisdom check, if succeed you dodge the arrow, erasing what you already wrote.

 

Wordbuilder

You created your own world linked to an item (in the case of the Writer its obligate the Adventure Book), after an ritual of 10 hours the item becomes the portal to the world, it can be just as the same as the real world or an totally different world, where every plant is real, you can eat, sleep and do pretty much everything, anything can enter with the wizard permission but leave at will, if someone are forced to enter they can do a intelligence saving throw and stay they need to make a constitution saving throw. Any creature with intelligence less than five can't leave.

The Wizard needs to focus to enter, if you try to enter while in battle you become vulnerable and need to stay concentrated until the end of your next turn.

The World length is 3 times the mage wisdom stats in miles.

The item can be anything, to a random rock to your friends weapon.

Free uses no requiring rests.