Arcane Tradition: The Librarian
- Those who hold knowledge hold power. Thus, no one holds more power than the Librarians, who safeguard untold tomes rife with secrets and precious lore. There are many wizards who know this and hoard books like dragons hoard gold, but their collections (and their knowledge) pale in comparison to that of the Librarians.
Quick Thinker
At 2nd level, you gain proficiency with Initiative checks.
Lore Mastery
Starting at 2nd level, your vast array of knowledge bolsters your practical capabilities. Choose a number of tools and skills from among the following list of tools and skills equal to half your proficiency modifier (rounded up):
- Alchemist's Supplies
- Arcana
- Calligrapher's Supplies
- Cartographer's Tools
- Forgery Kits
- Herbalism Kits
- History
- Initiative
- Investigation
- Nature
- Navigator's Tools
- Painter's Supplies
- Religion
- Sleight of Hand
- Tinker's Tools
If you are proficient with the tools or skills you selected, your proficiency bonus is doubled for any ability checks you make using that tool or skill. If you are not proficient with that tool or skill, you may instead add your proficiency modifier to any ability checks you make with the tools or skills you selected as if you were proficient (you are not considered proficient with that tool or skill). Whenever you make an ability check with your selected tools or skills and when you make Constitution saving throws to maintain your concentration on a spell, you can add your Intelligence modifier if you do not already.
Ritual Lore
At 2nd level, your knowledge of arcane lore allows you to perform a wider array of rituals than an ordinary wizard.
All spells with the Ritual tag become wizard spells for you, but other wizards can’t copy spells from your spellbook that do not count as wizard spells for them into their own spellbooks. When you gain a new level of Wizard (including this level), you also learn one ritual spell in addition to the spells you would ordinarily learn.
Additionally, when you cast a ritual spell, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a short rest.
Secret Lore
At 6th level, you master a series of arcane secrets uncovered by your extensive studies and access to troves of knowledge. Choose two of the following features (you can change one of your selections when you complete a long rest):
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Logician Lore
As a reaction when a creature you can see enters, exits, or moves at least 5ft within your attack range, you can cast a wizard cantrip against that creature. The cantrip does not have to exclusively target that creature.
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Oracle Lore
If you cast a cantrip as your action or take an action other than the Attack action, you can cast a wizard cantrip with your Bonus action.
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Philosopher Lore
When you cast a spell, you can substitute all damage caused by the spell with Force or Psychic damage. If the spell lists two or more types of damage, you can instead choose to substitute one or more of the damage types with Force or Psychic damage (you can select both).
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Prophet Lore
When a target succeeds on a saving throw against your wizard cantrip, you can choose whether the target takes half the cantrip's damage or if it suffers the additional effects of the cantrip but takes no damage. Once per short rest, you can use this feature with a wizard spell of 1st level or higher.
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Magi Lore
When you cast a spell that requires a saving throw, you can make an Intelligence (Arcana) check with a DC of 12 + double the spell's level. Upon meeting or exceeding the DC, you can change the saving throw from one ability score to another of your choice.
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Sage Lore
Whenever you can see or are otherwise aware of the casting of a spell or presence of a magical effect, you can make an Intelligence (Arcana) check to learn the properties of the spell or magical effect, including all of its effects, school of magic, spell level, and the level of the spell slot used, as applicable. The DC of the Intelligence (Arcana) check is 11 + the spell level, or 10 if there is no spell level.
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Scribe Lore
As an action, you can you can replace one spell you have prepared with another spell in your spellbook. If the spell you prepare in this way is of a higher level than the spell you replaced, you must make an Intelligence (Arcana) check with a DC of 12 + double the level of the spell you prepare in this way. Upon meeting or exceeding the DC, you successfully prepare the spell.
Silence in the Library
At 10th level, you learn to remain silent when you cast spells, so as to not disturb the sanctity of libraries.
When you cast a spell with the Ritual tag (including when cast as a ritual), you can ignore Vocal and Somatic components, any Material components without a gold cost, and any Material components with a gold cost if they would not be consumed by the spell.
Additionally, you learn how to use certain cantrips to further the mastery of your trade. You permanently learn the Encode Thoughts, Guidance, Mending, and Message cantrips. For each of these that you already know, you can replace them with another Wizard cantrip. When you cast these cantrips, they gain the following benefits:
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Mastered Encode Thoughts
Encode Thoughts becomes a wizard cantrip for you. You can cast the Encode Thoughts cantrip as a Bonus action and you do not require Somatic components to cast it. The duration of this cantrip becomes "until dispelled". You can set the thought strand to be dispelled upon use when you cast this cantrip. By touching a thought strand to a receptacle for writing or information, such as a book, tome, scroll, tablet, or other documents, you can instantaneously transfer its contents to that receptacle in the form of writing and images (even if you did not create the thought strand). When used in this way, if the contents of the thought strand are impossible to convert to images and writing, the thought strand is dispelled.
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Mastered Guidance
Guidance becomes a wizard cantrip for you. You can cast the Guidance cantrip as a Bonus action and you do not require Vocal or Somatic components to cast it. The range of Guidance become 10ft.
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Mastered Message
You can cast the Message cantrip as a Bonus action, and you do not require Vocal, Somatic, or Material components to cast it. The Message cantrip can relay a psychic message instead of a whispered message and the target can reply by thinking. The spell ignores magical silence and physical barriers when cast as a psychic message.
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Mastered Mending
You do not require Vocal, Somatic, or Material components to cast the Mending cantrip. When targeting a receptacle for writing or information, such as a book, tome, scroll, tablet, or other documents, it takes 1 action to cast and completely restores all physical damage to the targeted item. This will also restore any physical writing that was rendered illegible so long as it is still present and recognizable as writing, but any writing that was permanently lost cannot be restored. You can also choose whether writing that was not originally a part of the item (such as notes or graffiti) are restored or whether they are treated as damage and erased. If the entirety of the target does not fit within a 10ft cube, the Mending spell instead takes effect as normal (you still only target 1 object at a time).
Sage Librarian
At 14th level, you begin to master all the skills of the librarian trade and learn how to enhance them with your spellcraft, allowing you to add your Intelligence modifier to the damage rolls of your wizard spells (if you do not already) and granting you additional benefits when casting certain spells.
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Mastered Locate Object
Starting at your 14th level of Wizard, you permanently learn the Locate Object spell. If you already know the Locate Object spell, you may replace that spell with another wizard spell of 1st or 2nd level. You can cast Locate Object without using a spell slot or needing any Vocal, Somatic, or Material components. If the target of this spell is a book, tome, scroll, tablet, or other document containing writing, then the spell lasts for up to an hour, does not require concentration, you become aware of the most direct path to the object, and you can detect the object's location through lead.
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Mastered Silence
Starting at your 15th level of Wizard, you permanently learn the Silence spell. If you already know the Silence spell, you may replace that spell with another wizard spell of 1st or 2nd level. When you cast the Silence spell (including as a ritual), the spell does not require concentration.
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Mastered Legend Lore
Starting at your 16th level of Wizard, you permanently learn the Legend Lore spell. If you already know the Legend Lore spell, you may replace that spell with another wizard spell of 5th level or lower. When you cast the Legend Lore spell, it gains the Ritual tag and you do not require any Material components, including any with a gold cost or that would be consumed by the spell. When cast as a ritual, the casting time becomes 1 hour.
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Mastered Detect Thoughts
Starting at your 18th level of Wizard, you permanently learn the Detect Thoughts spell. If you already know the Detect Thoughts spell, you may replace that spell with another wizard spell of 1st or 2nd level. When you cast the Detect Thoughts spell, it gains the Ritual tag. When cast as a ritual, the spell penetrates all physical barriers.
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Mastered Tongues
Starting at your 20th level of Wizard, you permanently learn the Tongues spell. If you already know the Tongues spell, you may replace that spell with another wizard spell of 3rd level or lower. When you cast the Detect Thoughts spell, it gains the Ritual tag. When cast as a ritual, you immediately become aware of and understand the meaning of any codes, cyphers, metaphors, or euphemisms that would otherwise interfere with your understanding of spoken language. If you are under the effects of the Comprehend Languages and Tongues spells at the same time, then this benefit also applies to the Comprehend Languages spell.