This document describes the Lore Mastery arcane tradition for wizards. It focuses on understanding magic through study. Features include doubling proficiency in skills related to magic, choosing intelligence or dexterity for initiative, learning additional spells, altering spell damage types and saving throws, having an enhanced spell preparation ability at 10th level, and being able to boost lower level spells to higher levels at 14th level.
This document describes the Lore Mastery arcane tradition for wizards. It focuses on understanding magic through study. Features include doubling proficiency in skills related to magic, choosing intelligence or dexterity for initiative, learning additional spells, altering spell damage types and saving throws, having an enhanced spell preparation ability at 10th level, and being able to boost lower level spells to higher levels at 14th level.
This document describes the Lore Mastery arcane tradition for wizards. It focuses on understanding magic through study. Features include doubling proficiency in skills related to magic, choosing intelligence or dexterity for initiative, learning additional spells, altering spell damage types and saving throws, having an enhanced spell preparation ability at 10th level, and being able to boost lower level spells to higher levels at 14th level.
This document describes the Lore Mastery arcane tradition for wizards. It focuses on understanding magic through study. Features include doubling proficiency in skills related to magic, choosing intelligence or dexterity for initiative, learning additional spells, altering spell damage types and saving throws, having an enhanced spell preparation ability at 10th level, and being able to boost lower level spells to higher levels at 14th level.
Tradition) While the Alchemical Casting feature offers increased Lore Mastery is an arcane tradition fixated on understanding versatility, at the table its effects can be difficult to spot by the the underlying mechanics of magic. It is the most academic other players. If you’re playing a savant, take a moment to of all arcane traditions. The promise of uncovering new describe how you alter your spells. Think of a signature change knowledge or proving (or discrediting) a theory of magic is your character is particularly proud of. Be inventive, and make usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of the game more fun for everyone by playing up the sudden, adventure. Known as savants, followers of this tradition are a unexpected tricks you character can employ. For example, a bookish lot who see beauty and mystery in the application of fireball transformed to require a Strength save might become a magic. The results of a spell are less interesting to them than sphere of burning rock that shatters and slams into its target. the process that creates it. Some savants take a haughty A charm person that requires a Constitution save might take attitude toward those who follow a tradition focused on a the form of a vaporous narcotic that alters the target’s mood. single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and Prodigious Memory deception with deep knowledge and good humor. At 10th level you have attained a greater mastery of spell preparation. When you use your Arcane Recovery feature you Loremaster can also swap some of your prepared spells for other spells Starting at 2nd level, you become a compendium of that are in your spellbook. The amount of spells equals your knowledge on a vast array of topics. Your proficiency bonus is Intelligence modifier. doubled for any ability check you make that uses the Arcana, Additionally, for the purpose of preparing spells, your History, Nature, or Religion skill if you are proficient in that Intelligence modifier is doubled. skill. In addition, your analytical abilities are so well-honed that Master of Magic your initiative in combat can be driven by mental agility, At 14th level you have mastered the arcane lore, becoming rather than physical agility. Your initiative in combat is either proficient in channeling the very flow of magic. All spells of an Intelligence or Dexterity check for you (your choice). first level or higher count when you cast them as if they were cast using a spell slot one level higher than the one used, to a Spell Secrets maximum of 9th level. At 2nd level, you begin mastering the weaves of magic beyond Additionally, you can use a bonus action to focus your what is taught and learned by other wizards. You learn one power for short amounts of time, increasing this benefit to 3 additional first level spell that you add to your spellbook, in for the duration of a minute, potentially reaching beyond 9th addition to the two you normally add to your spellbook when level. Channeling this much power for long stretches of time you gain a wizard level. You learn an additional spell in this takes a heavy toll however. If you use this feature more than way at 3rd, 5th, 7th, 9th, 11th, 13th, 15th and 17th level. once you have to make a DC 10 constitution saving throw These spells can be from any class’s spell list but must be of a each time you cast a spell for the duration of the feature. On a level that you can cast. If the spell isn’t a wizard spell it failure you take 1d10 necrotic damage per level of the spell as counts as a wizard spell when you cast it. casted with the feature. This damage can not be reduced or prevented in any way. Each time you activate this feature after Alchemical Casting the second time, the DC of the saving throw increases by 5. This feature resets after finishing a long rest. At 6th level you gain a deeper understanding of the alchemical energies in the magic you weave. When you cast a spell that deals acid, cold, fire, force, lightning, necrotic, radiant or thunder damage you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You can alter the damage type of a spell an amount of times equal to 1 + your intelligence modifier before finishing along rest. When you cast a spell that requires a saving throw you can change the saving throw from one ability score to another of your choice. You can use this feature an amount of times equal to your proficiency bonus before finishing a long rest.