Lore Mastery Arcane Tradition

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

2019-03-20 The Homebrewery - NaturalCrit

Lore Mastery (Arcane Altering Spells


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.

https://homebrewery.naturalcrit.com/print/S1QRHWUXIN?dialog=true 1/1

You might also like