Lore Mastery
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 Mastery
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
Extra Curricular Research
Starting at 2nd level, your voracious appetite for knowledge cannot be satisfied by your arcane studies alone. You may comprehend any spell scroll. Any spell you copy into your spellbook with this feature is considered a wizard spell for you, but other wizards can't copy them from your spellbook into their own spellbooks. Unless they have this feature. You cannot achieve mastery over these spells, and they cannot be selected for your Spell Mastery feature at 18th level.
Additionally, after you complete a long rest you may choose a class: bard, cleric, druid, or warlock. You chose one cantrip of your choice from that spell list. In addition, choose one spell from that same list of 1st level. You can cast it at its lowest level once without expending a spell slot. Once you cast it, you must finish a long rest before you can cast it again. You may select a new class after a long rest, and replace your selected cantrip and spell with new ones.
At 6th level, you may select a spell of 2rd level or lower. At 10th level, this increases again to 3rd level or lower.
Your spellcasting ability for these spells is Intelligence.
Spell Dissection
At 6th level, you learn to dissect and reassemble spells in a variety of ways. When you counter or dispel a spell of a level you could cast you know the spell until you complete a long rest. It is considered a wizard spell for you and prepared.
Prodigious Memory
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.
Master of Magic
At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, must be of 8th level or lower, must have a casting time of an action, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.
You can’t use this feature again until you finish a long rest.
Credits
Version 1.2
Design by /u/SitkaPad
Based on UA by WotC of the same name
Art by dleoblack


