Lore Master

by Hockja721

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The Lore Master

Surrounded by towers of tombs a lone Half-Elf pours over the text's reading descriptions of hero's past, with each reading adding to an arcane sigil, once complete she speaks a word a touches the sigil, light fills the room and the figure stands a perfect replica of the image in the book.


9 figures in red robes sit in high backed chairs, their knowledge and experience past on to their champion, Armed and ready with secrets passed on through generations, none shall stand in their way.


Lore Masters as capable casters known for making the most of what the have and having access to knowledge that is usually reserved for those chosen by greater deities and servants of eldritch beings

Secret keepers

In worlds with Gods, Devils and magic in the very air, you'd be a fool not to at least dabble in the pursuit of magic if you had the means and opportunity. Lore masters through intense research, simple conversations or upon discovering tales of mighty hero's or dastardly villains, seek to use their understanding of the arcane to recreate the works of other famed powers. What is usually a gift from patrons for great service, a reward for doing a gods work or even the result of years of hard work becomes a parlor trick for a lore master


The Theoretician
Level Proficiency Bonus Features Mystic Charge Limit Arcane Secrets Cantrips Spells Known 1st 2nd 3rd 4th 5th
1st +2 Mystic Siphon, Spell casting 1 - 2 2 2 - - - -
2nd +2 Expertise, Arcane Secrets 1 2 2 2 2 - - - -
3rd +2 Society 1 2 2 3 3 - - - -
4th +2 Ability Score Improvement 2 2 2 3 3 - - - -
5th +3 Reliable Casting 2 2 2 4 4 2 - - -
6th +3 Society Feature, Expertise (2) 2 3 2 4 4 2 - - -
7th +3 Shared Knowledge 3 3 2 5 4 3 - - -
8th +3 Ability Score Improvement 3 3 2 5 4 3 - - -
9th +4 - 3 3 2 6 4 3 2 - -
10th +4 Fates Design 4 4 2 6 4 3 2 - -
11th +4 Sharing is Caring 4 4 3 7 4 3 3 - -
12th +4 Ability Score Improvement 5 4 3 7 4 3 3 - -
13th +5 - 5 4 3 8 4 3 3 1 -
14th +5 Society Feature 6 5 4 8 4 3 3 1 -
15th +5 Mental Prowess 6 5 4 9 4 3 3 2 -
16th +5 Ability Score Improvement 7 5 4 9 4 3 3 2 -
17th +6 - 7 5 4 10 4 3 3 3 1
18th +6 Epiphany 8 6 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 8 6 4 11 4 3 3 3 2
20th +6 Surpassing Limits 9 6 4 11 4 3 3 3 2

Class Features

As a Theoretician, you gain the following class features


  • Hit Dice: 1d8 per Theoretician level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Lore Master level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor and Shields
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence and Wisdom
  • Skills: Choose three from Arcana, History, Investigation, religion, insight, medicine, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Light Cross bow and a bolt case of 20 bolts or (b) Short bow and a quiver of 20 arrows
  • (a) Scholars Pack or (b) Explorers Pack
  • Leather Armor and 2 daggers
  • Any melee Simple Weapon

Mystic Siphon

Starting at first level, whenever you cast a lore master spell of first level or higher you can siphon off a small potion of the energies within the spell and gain a number of mystic charges equal to 1 plus the spell slot used to cast the spell. Whenever you make a skill check or saving throw you can expend a number of charges up to your mystic siphon limit and add it to the roll. You can store up to three times your proficiency bonus charges at a time. You loose any charges not spent at the end of a long rest

Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic from the weave around you.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the Lore Master spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Lore Master table. When you gain a level in this class, you can replace one of the Lore Master cantrips you know with another cantrip from the Lore Master spell list.

Spells Known of 1st Level and Higher

You know two 1st level spells of your choice from the Lore Master spell list. The Spells Known column of the Lore Master table shows when you learn more Lore Master spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Lore Master spells you know and replace it with another spell from the Lore Master spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Lore Master spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an Lore Master spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Lore master spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a Lore master spell as a ritual if that spell has the ritual tag and is a known spell

Expertise

at 2st level, choose one of your skill proficiencies, or one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency.

At 6th level, you can choose one more of your proficiencies (in skills or tools) to gain this benefit.

Arcane Secrets

In your study of Arcane Pursuits and History you have uncovered secrets typically guarded by archmages and higher, more powerful beings.

At 2nd level, you gain two Arcane secrets of your choice. Your Secret options are detailed at the end of the class description. When you gain certain Lore Master levels, you gain additional Secrets of your choice, as shown in the Arcane Secrets column of the Lore Master table.

Additionally, when you gain a level in this class, you can choose one of the Secrets you know and replace it with another Secret that you could learn at that level.

If an Arcane Secret has prerequisites, you must meet them to learn it. You can learn the Secret at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. These Secrets are detailed at then end of the Class description.

Society

At 3rd level your knowledge and power has lead you to Join or create a society related to your studies and particular interests. You can choose from Falconry, Hidden Ones, Physicians, Prophets, Templars or Wardens Society. You gain you first feature at level 3 when you pick your society, you gain addition features at level 6 and 14.

Ability Score Imporvment

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Reliable Casting

At 5th level once per turn when you cast a spell that deals damage, or restores hit points you can add a bonus equal to your mystic charge limit to one attack roll, damage roll, or amount of Hit points restored.

Shared Knowledge

At 7th level you gain the ability to share your knowledge with those around you. Friendly Creatures within 10ft of you can add their proficiency bonus to any skill check they make in which you are proficient..

Fate's Design

At 10th level whenever a creature you can see within 60ft of you fails a saving throw but chooses to succeed or gets to reroll the saving throw and succeeds you can use your reaction to make them use the first roll. once you use this feature you cannot do so again until the end of a long rest

Sharing is Caring

Starting at 11th level you learn to gift your Mystic Charges to others. When a creature within 30ft of you makes an attack roll, saving throw or ability check you can use your reaction to gift them a number of mystic charges equal to half your mystic charge Limit rounded down (minimum of 1).

Mental Prowess

At 15th level your ability to overcome Mental and psionic attacks is nigh unparalleled. You gain a bonus equal to your intelligence modifier to Intelligence, Wisdom and Charisma Saving throws.

Epiphany

In your pursuit of knowledge you learn that there is a solution to everything. Once per long rest you can cast any spell from the Lore Master spell list that you have spell slots for regardless if you learned the spell or not.

Surpassing Limits

Starting at level 20, you can use your action to replicate an Feature, Ability or Action you have seen in the past month. If ability uses an ability score, modifier or DC you use your own relevant ability score, modifier or DC. You supplement your lore master level, Spells or Spell slots for any Class levels, Spells or Spell slots listed in the ability Description. Likewise you use your own weapons for features such as multi attack, the highest number of attacks you can make with a feature like multi attack is 4. The Ability that you choose must meet the following criteria,

  • Is classified as an action such as a dragon's breath weapon or uses an action such as divine intervention
  • If the action consumes a resource like spell slots you must have relevant resource available. As such you could choose wild shape but not summon wildfire spirit
  • The Action or ability fits with your basic anatomy, meaning if you don't have a tail you can't gain a tail attack.

Once you have used your action to gain the ability, you retain the ability for one minute. If the ability is an action like a dragon's breath weapon you can use your action on each following turn to use the breath weapon as long as you succeed on the reroll. If the ability needs to be activated like a paladin's level 20 ability, its duration starts from when you activate it.

Once you have used this feature you cannot use it again for 7 days.

Arcane Secrets

Adept Reaction

Your command over the weave within you allows your body to react faster then you can think

You gain a bonus to your initiative equal to your Intelligence Modifier

Arcane Robes

Your dabbling in the art of artificery has allowed you access to a minor infusion. At the end of a long rest you may infuse a set of mundane clothes such as; travelers clothes or priests robes with a small amount magic. Whoever wears these clothes can cast Mage armor at will. This infusion lasts until the end of your next long rest. The effect of the spell is lost if the clothes are removed.

Apparitions bane

prerequisite: 10th level

Your familiarity and practice with illusions grants you Advantage on checks and saving throws against illusions

Book of forgotten Secrets

When you Learn this Arcane secret you preform a 10 minute ritual to turn a normal empty note book into your book of forgotten secrets. The first time you preform this ritual you choose a number of spells equal to your proficiency bonus that you have spell slots for from the lore master spell list and add them to this book. You do not learn these spells, and are not added to your known spells. At the end of a long rest you can study the book and swap any number of spells in the book with lore master spells you know, Once moved, the spells now in the book are no longer known spells, and the spells removed from the book are now known spells. A spell in the book with a ritual tag can still be cast as a ritual.

If the Book is lost or destroyed you can preform the ritual again to recreate the book with the spells you already chose

When your proficiency bonus increases you may preform the ritual again, and add another spell from the lore master spell list

Choice Words

Some are better at talking to others and many say people skills are something you are born with but you have learned otherwise.

You may use intelligence in place of Charisma when making persuasion and intimidation checks

Correct Technique

There is a right and a wrong way to do everything, the right way usually involves magically enhancing yourself if some way
You gain proficiency in Acrobatics and Athletics

Distortion Field

prerequisite 10th level

Through practice and extreme concentration you found a way to manifest a barrier around yourself to help mitigate all the distractions that arises when focusing on a spell

While you are concentrating on a spell of 1st level or higher, if a creature makes an attack roll against you, you can use your reaction and roll 2d4 and subtract it from the attack roll.

Mind over matter

prerequisite: 6th level

Pain has no control over you.

Whenever you make a constitution saving throw to maintain concentration on a lore master spell you may add your intelligence bonus to the number rolled.

Ocular Enhancement

Its always best to be just a touch better then your average Joe.

You gain dark vision up to 60ft. If you already have dark vision you gain an extra 30ft.

Occult Constitution

Your work in absorbing the weave around you into yourself has bore fruit in the most unexpected of ways.

Your hitpoint maximum is increased by your lore master level. Whenever you gain a lore master level thereafter your hitpoint maximum is increased by an additional 1.

Point of Efficiency

You learn an additional cantrip of your choice from the lore master spell list, this does not count towards the number of cantrips known. When you take this ability choose one cantrip with a casting time of 1 action you know. You can now cast that cantrip as a bonus action a number of times equal to your proficiency bonus per long rest. If you unlearn this secret you can no longer cast the additional cantrip.

Refined Casting

prerequisite: 10th level When Creatures resist your spells it can be quite frustrating, so why not make it as difficult as possible

Increase your Spell Save DC by 1.

Stolen Knowledge

prerequisite: 6th level A true lore master takes inspiration from anywhere and anything, Comrade, rivals, stage magicians even Bards.
Pick a single level 1 spell from any spell list, this spell becomes a lore master spell for you and does not count as towards the number of spells known. You may cast this spell once without expending a spell slot or using material components per long rest.
You can take this secret multiple times choosing a different spell each time

Lore Master Societies

Knowledge and Secrets have always been passed on within groups and organisations, for the betterment of themselves or peoples as a whole. Lore Master societies are no different, with the amalgamation of their work being able to be put into practice allows them to be able to work towards their goals, whatever they may be.

at 3rd level a lore masters society is revealed and as they embrace the traditions associated with their society their secrets are also reviled.

Falconry

Falconry societies exist all over, they train various creatures that inhabit the skies as mighty companions. Members of Falconry Societies are Respected for their self discipline and Feared for their command over the creatures by their side

Signature Spells

Level Spell
1st Beast Bond, Speak with animals
2nd Flock of familiars, Summon Beast
3rd Conjure Animals, Fly
4th Dominate Beast, Giant Insect
5th Hold Monster, Insect Plague

Bird of Prey

Starting at third level you can perform an hour long ritual as part of a short rest the light activity of a long rest. As part of this ritual, you from a magical bond with a CR ¼ or lower Beast with a fly speed and that has a number of hitdice equal to or less then your lore master level of your choice. At the end of the ritual the bonded beast Becomes a Bird of Prey and gains the following features

  • Its total number of Hitdice equal to your Lore master level
  • Its Hitpoint maximum becomes the average of its HitDice plus its constitution Modifier times your Lore master level
  • Uses your PB in place of its own
  • Bonus to AC and Damage rolls equal to PB
  • Proficiency in one saving throw of your choice

In combat, the Bird of Prey shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction and bonus action on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Bird of Prey can take any action of its choice, not just Dodge.
If your bird of pray has died within the last hour you can use your action to expend a 1st level spell lost or higher to return it to life with all its hitpoints
If you preform the ritual while you already have a Bird of Prey, the bond between you and the first bird of prey is broken and it loses all its bonuses.

Each time you gain a level in this class your Bird of pray gains another Hitdice and its Hitpoint maximum is increased by the average roll of that hitdice plus its con mod. Additionally whenever you receive an ASI you can also increase one stat of your bird of prey by two or two stats by one but not over 20. If you preform the ritual to gain a new bird of pray after receiving an ASI you can increase the new bird of preys Stats the same way for each ASI.

Self Discipline

You gain Proficiency in Marital Weapons and the animal handling skill. If you already have proficiency in animal handling you may pick another skill of your choice

Avian Adept

Starting a 6th level, the CR of creatures you can choose from is increased to ½. This CR increases to 1 at 10th level and to 2 and 14th level.
Additional Your bird of pray now gains the flyby feature if it hasn't have it already

Co-ordinated Strike

Starting at sixth level, once per turn when you and your bird of prey targets the same creature with an attack, your bird of prey deals bonus damage equal to 2d6 or can use the help action as a bonus action.
You can use this feature a number of times equal to twice your mystic charge limit per long rest.
Additionally, your bird of prey’s attacks now count as magical in terms of overcoming resistances and immunities

Terror of the Skies

Starting from 14th level when you preform the Bird of Prey ritual you can pick from, Hoard Scarab, Pseudodragon, Imp, Spined devil, Cockatrice, Eblis, Hippogriff, Griffon, Peryton, Skyjek Roc, Dragonnel to as creatures to become your bird of prey.
Additionally, your bird of preys fly speed is increased by 10 ft

Hidden Ones

Joining a Society of hidden ones can branch from anywhere between corporate espionage between merchants and regicide for an assassins guild. Hidden Ones specialise is concealment and illusion to get the job done. passing on traditions and secrets that allow an individual to pass by undetected and pick up almost any disguise should it be needed.

Signature Spells

Level Spell
1st Disguise Self, Illusory Script
2nd Invisibility, Pass without a Trace
3rd Gaseous Form, Major Image
4th Greater Invisibility, Hallucinatory Terrain
5th Mislead, Seeming

Concealed Presence

At 3rd level Your gain proficiency in Slight of hand and Stealth, Additionally when you are lightly obscured you can take the Hide action as a bonus action

Flustered Muttering

At 3rd level you learn to disguise you verbal and somatic components as unintelligible mutterings and fidgeting. You have advantage on checks made to disguise spell components. Once you have used this feature in front a creature, you cannot use this feature in front of that creature again until you have taken a long rest

Master of impersonation

Starting a 6th level, whenever you cast the spell disguise self trying to impersonate a creature you have heard speak for at least a minute, the spell now disguises your voice as well.

Traitors Strike

Starting at 6th level, while you are under the effects of an illusion spell, you score a critical on your attack rolls on a 19 or 20.

Tactical Retreat

Starting at 14th level, whenever you take damage, you can use your reaction to gain resistance to the damage until the end of your next turn and teleport up to 30ft away. you can use this feature a number of times equal to your mystic charge limit per long rest.

Physicians

Vowed to do no harm doctors, surgeons and other practitioners of the Medical field do their best to combine all possible techniques and procedures to save a life. They won't leave it in the hands of some god to heal, after all if any of the gods were as powerful as they claim to be there wouldn't be so many sick or injured people. though the gods will probably get thanked for the physicians work though.

Tasked with learning how to stitch people back together a physical works to wards mending wounds and curing ailments, however when you learn how to put things back together, its makes it so much easier when you have to tear it apart.

Signature Spells

Level Spell
1st Bless, Healing Word
2nd Lesser Restoration, Prayer of Healing
3rd Animate Dead, Mass healing Word
4th Aura of Purity, Blight
5th Greater Restoration, Mass Cure Wounds

Expert Hands

at 3rd level you gain proficiency in the medicine skill. if you already are proficient you can pick another from the lore master skill list. You double the proficiency bonus on any Medicine skill check you make.

Weave Burn

Starting at 3rd Whenever you restore hitpoints using a spell, the creature whose hitpoints are restored can choose to roll number of hitdice up to your intelligence modifier and add the number rolled to the hit points restored.

Curated Ailments

at 6th level you can cast Blindness/Deafness and Lessor restoration without consuming a spell slot or material components. Once you cast Either spell this way you cannot cast those spells this way again until you have taken a short rest.

Soul tare

Starting at 14th level, when you hit a creature with an attack, you can use this feature to rip all the arcane energy contained within the creature. The creature takes 10d10 force damage and must make a Constitution save against your spell save DC, on a fail it is stunned until the end of its next turn.
Once you have used this ability you cannot do so again until you have finished a long rest.

Prophets

Blessed with foresight or practicing the arts of divination, members of a prophets Society can appear as a meager card reader at a carnival or the most vile of Hags.

Geared with the powers to slightly alter the chances of what might be, Prophets can be know to enforce the balance of the scales, or weight it forever in their favor.

Signature Spells

Level Spell
1st Hunters Mark, Silvery Barbs
2nd Augury, Borrowed Knowledge
3rd Clairvoyance, Speak with Dead
4th Arcane Eye, Divination
5th Commune, Scrying

Learned Readings

At 3rd level You gain a bonus to your insight checks equal to your intelligence modifier

Prophet's Curse

When you cast the spell hunter's mark on a creature you learn that creatures type and alignment. additionally when in combat, for each consecutive round that passes while concentrating on the spell hunters mark, the die increases by 1 size, 1d6 to 1d8, then 1d8 to 1d10, then 1d10 to 1d12. the die keeps increasing a number of times up to half your proficiency bonus rounded down.

Other Side of the Coin

When a Creature within 30ft of you makes an Attack roll, Saving throw or ability check, before you learn if it was a pass or fail, you can use your reaction to force the creature to take the reverse number of the roll. a 1 would become a 20, a 5 becomes a 16, a 13 is now an 8. Once you use this feature you cannot use it again until you have finished a long rest.

Frayed Threads

Starting at 14th level you can use your action to target a creature within 30ft of you that you can see. The Next time the target deals damage to another creature or takes damage from another creature you can choose for the target to take either the lowest or highest number possible for each die. Once you use this feature you cannot use it again until the end of a long rest

Scholars

Often Looked down upon by the great wizard schools, Scholars Societies emulate the finer points of arcane casting, and combine it with the idea of Why not?. Leaving Cation to the wind Scholars have been known to have both the largest collections of knowledge of the multiverse while also needing the most books replaced after tampering the magics that they shouldn't.

Signature Spells

Level Spell
1st Find Familiar, Shield
2nd Misty Step, Vortex Warp
3rd Counter Spell, Thunder Step
4th Banishment, Dimension Door
5th Far Step, Teleportation Circle

Unstable Ritual

Your enthusiasm for the arcane is unmatched however it far outreaches your under standing. Starting a 3rd level at the end of a long rest you can preform a arcane ritual of your own design, you can choose up to your proficiency bonus other creature to participate. any creature who participate in the ritual gains a mote of chaos. the mote remains until the end of your next long rest. When a creature receives a mote, they can roll on the Chaos mote table for its effect. a creature can activate the mote at anytime as a free action, once activated the mote fades.

d10 Chaos mote effect
1 +2 to AC for 1 minute
2-3 Heal 2d4+2
4-5 +10ft movement speed for 10 minutes
6-7 Gain advantage the next roll
8-9 on a hit add 2d6 extra force damage
10 +1d4 to attack rolls and saving throws for 1 minute

Ready Grasp

Your collective knowledge and fierce intellect allows you to learn new skills quickly and adapt to new opponents.
Starting at 6th level when you interact or observe a creature in their true form, for at least a minute, you can learn 3 of the following

  • Creature type
  • Resistances
  • Immunities
  • Vulnerabilities
  • Movement speeds
  • lowest ability score

If the creature you have observed is not in its true from, any check made to reveal it is done at advantage.

protective portal

Starting at 14th level When ever you or another creature is teleported by a spell you have cast, that creature receives a number of temporary hitpoints equal to your intelligence score. These temporary hit points last one minute.

Templars

Embodying the teaching of whichever Group, pantheon or cult they were initiated into, Templars use their knowledge and belief to march forward no mater the danger. Ordained with the power to Fight on when things are looking grim is the path of the Templar, often found alone with something to prove, they can be the mightiest of Allies or the fiercest of foes.

Signature spells

level Spells
1st Heroism, Shield
2nd Mirror Image, Searing Smite
3rd Crusader's Mantle, Haste
4th Branding Smite, Guardian of Faith
5th Banishing Smite, Holy Weapon

Tool's of the Templar

at third level You gain proficiency in Heavy Armor

Gift of the Fallen

Starting at third level When a creature is reduced to 0 hitpoints within 30ft of yout, you can use your reaction gain temporary hit points equal to your lore master level plus your mystic charge limit. these Temporary hitpoints last one minute

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Righteous Fury

When ever you land a weapon attack and have temporary hitpoints you may spend those temporary hitpoints to deal equivalent radiant damage on the attack

Wardens

Guards, Knights, Legionnaires even simple parents must all face that there is something that they must defend and protect that they do not have the power to alone. Wardens train themselves in a way to Inspire and protect their allies, often at the detriment of their own safety.

Signature Spells

Level Spells
1st Command, Shield of faith
2nd Enthrall, Find Steed
3rd Enemies Abound, Spirit Guardians
4th Aura of Life, Fire Shield
5th Circle of Power, Flame Strike

Warden's Mantle

at 3rd level You gain proficiency Martial Weapons

Taunting Strike

Starting at Third level, Once per round when you hit a creature with a weapon attack you can force that creature to make a Wisdom saving throw against you spell save DC. On a fail that creature has disadvantage on attack rolls against creatures other than you. This effect lasts for 1 minute, or until you attack a different creature. The Target can repeat its saving throw when it takes damage from a Creature other than you.


You can use this feature a number of times equal to your Mystic Charge Limit. If the creature succeeds on the saving throw, it does not consume a use of this ability

Extra Attack

Starting at 6th level You can attack twice, instead of once, whenever you take the Attack action on your turn.

Reactive Protection

Starting at 14th level when a friendly creature within 30ft is the target of an attack roll, you can use your reaction to grant that creature a bonus to their AC equal to your Mystic charge limit.

You can use the feature a number of times equal to you proficiency bonus




Multi Classing

  • You need a 13 in Intelligence
  • You Gain proficiency in one skill from the lore master spell list
  • You Gain proficiency in Light and Medium armor as well as shields and simple weapons
  • If you gain the Extra Attack class feature from more than one class, the features don't add together
Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Encode Thoughts
  • Friends
  • Green Flame Blade
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Prestidigitation
  • Produce Flame
  • Ray of frost
  • Resistance
  • Shocking Grasp
  • Sword Burst
  • Thunder Clap
  • True Strike
1st Level
  • Absorb Elements
  • Alarm R
  • Burning Hands
  • Colour Spray
  • Comprehend Language R
  • Cure Wounds
  • Detect Magic R
  • Entangle
  • Faerie Fire
  • Frost Fingers
  • Identify R
  • Illusionary Script R
  • Mage Armour
  • Magic Missile
  • Sanctuary
  • Silent Image
  • Sleep
  • Speak with animals
  • Tenser's Floating Disk R
  • Thunder Wave
  • Unseen Servant R
2nd Level
  • Aid
  • Animal Messenger R
  • Arcane Lock
  • Augury R
  • Blindness/Deafness
  • Cloud of daggers
  • Darkvision
  • Dragon's Breath
  • Enhance Ability
  • Enlarge/Reduce
  • Gift of Gab
  • Heat Metal
  • Invisibility
  • Knock
  • Lesser Restoration
  • Maximillion's Earthen Grasp
  • Pyrotechnics
  • Rime's Binding Ice
  • Shatter
  • Skywrite R
  • Warding Wind
3rd Level
  • Bestow Curse
  • Blink
  • Call Lightning
  • Catnap
  • Conjure Barrage
  • Dispel Magic
  • Elemental Weapon
  • Fast Friends
  • Incite Greed
  • Magic Circle
  • Melf's Minute Meteors
  • Nondetection
  • Remove Curse
  • Sending
  • Tidal Wave
  • Wind Wall
4th Level
  • Arcane Eye
  • Banishment
  • Dimension Door
  • Freedom of Movement
  • Hallucinatory Terrain
  • Ice Storm
  • Otiluke's Resilient Sphere
  • Polymorph
  • Raulothim's Psychic Lance
  • Wall of fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Bigby's Hand
  • Commune with Nature R
  • Conjure Volley
  • Control Winds
  • Lengend Lore
  • Maelstrom
  • Teleportation Circle
  • Wall of Light

Change Log

13/08/2022

  • Changed shared knowledge to to effect only skill checks no saving throws as it was vastly more powerful then the artificer flash of genius
  • Altered Mental prowess to be an int mod bonus instead of advantage as it was identical the the gnome ability
  • Changed Cha saving throw proficiency to Dex so it was one common one Uncommon
  • Added 1st level requirement and reaction to distortion field

15/08/2022

  • Added Medium armor and Shield proficiency to bring the class more in line with other half castes
  • added Prophet and warden societies
  • fixed some typos and wording

16/08/2022

  • Fixed some typos and clarified wording on a few abilities
  • change shared knowledge to gift proficiency as all int wis skills seemed a touch OP. Especially for Perception
  • Changed devote casting to be tied to a focus as to not stack with other magic items/sources
  • removed refined casting to no increase at level 14
  • added a whole bunch of flavor text

17/08/2022

  • made mystic siphon a core class ability, reworking the hidden ones 6th level ability
  • removed the prophets fates favor as it now clashes with mystic siphon and gave them prophet's curse
  • swapped unbroken will for fates design and gave prophets other side of the coin
  • change expertise to level 2
  • change reliable casting to it is 1d8 and no longer scales

18/08/2022

  • fixed general typos
  • added traitors strike to Hidden ones society
  • Changed the lv 20 ability to something more interesting, still working on the wording though.

19/08/2022

  • Changed Dex save proficiency to Wis as it fits better with the Class
  • Fixed some wording with arcane secrets

24/08/2022

  • Changed Warden society abilities as the Stances could be a core ability for its own class
  • Added a couple more spells to the spell list
  • added falconry society

25/08/2022

  • Changed mystic siphon so that the spend limit progressed more evenly over time
  • Changed multiple abilities so that the bonus or number of uses equals the mystic charge limit
  • Increased the number of charges you get from using spell slots as well as the maximum number of charges you can hold at a time
Big Thanks to for their Advice and feedback
  • u/The_Crabbo
  • u/Databank255
 

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