Lore Wizard

by Gilded

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School of Lore

Lore Mastery is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure. Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a 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 deception with deep knowledge and good humor.

Lore Master

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Choose two of the following skills: Arcana, History, Nature, or Religion. You become proficient in those two skills, and your proficiency bonus is doubled for any ability check that uses them.

Spell Secrets

At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. When you prepare a spell, you can alter the spell's formula to create new and exciting effects.

If a spell deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you can substitute that damage type for another from that list.

If a spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. If the spell requires a Strength, Dexterity, or Constitution saving throw, the spell's new saving throw must be one of those three. If the spell requires an Intelligence, Wisdom, or Charisma saving throw, the new saving throw must be one of those three.

Once prepared in this way, a spell can only be cast with the chosen alteration. You can alter a number of spells equal to your Intelligence modifier whenever you change your list of prepared spells (a minimum of one).

Additionally, your intimate understanding of your known Cantrips allows you to alter the damage type and saving throw of any cantrip as part of the action used to cast it.

Prodigious Memory

At 6th level, you have mastered new methods of memorization. As a bonus action, you can replace a spell you have prepared with another spell from your spellbook or alter a prepared spell utilizing Spell Secrets. You can't use this feature again until you finish a short or long rest.

Adept Mind

By 10th level your relentless pursuit of knowledge has sharpened your mind to an unnatural degree. Whenever you make an Intelligence ability check, you can treat a d20 roll of 9 or lower as a 10.

Greater Spell Secrets

At 14th level, your esoteric research has granted you new insight regarding spell preparation. Force, necrotic, radiant, and psychic are now included in your list of Spell Secrets damage types.

Additionally, you can now change your list of prepared spells when you finish a short or long rest.

Altering Spells

While the Spell Secrets feature offers increased versatility, at the table its effects can be difficult to spot by the other players. If you're playing a savant, take a moment to describe how you alter your spells. Think of a signature change your character is particularly proud of. Be inventive, and make the game more fun for everyone by playing up the sudden, unexpected tricks your character can employ. For example, a fireball transformed to require a Strength save might become a sphere of burning rock that shatters and slams into its target. A charm person that requires a Constitution save might take the form of a vaporous narcotic that alters the target's mood.

Art By:

Jason Chan

Ksenia Mamaeva

 

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