Lore Savant (5e Subclass)
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Lore Savant
Wiki Note: The Lore Savant subclass is a reworked and hopefully finally NOT overpowered version of an existing but non-canon Wizard subclass in UA called Lore Master. If Lore Master becomes officially released, it might affect the freedom to make a page like this. Notably, part of rebalancing this subclass and making it make sense in the game is by making it a Sorcerer subclass instead of a Wizard one.
While many origins can lead to the Lore Savant, be they dragon blooded, wild mages, or divine, there is one thing that separates them from normal Sorcerers. Something that lay dormant within them their entire lives. They remain touched by a deep rooted force underlying the universe, one that really likes them and wants them to succeed at whatever they do. That force, is magic itself. True magic, the raw stuff beyond the safety of the Weave, has found a connection in these Sorcerers far grander than even other kinds of Sorcerers. This connection stems from an endless child-like open mind and imagination forged from a font of knowledge found in books read time and time again by them, with the enjoyment of their content never seeming to cease until they stumble upon the next newest story to read.
Creative Mind
Starting at 1st level, you've grown up a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check that uses the Arcana, History, Nature or Religion skills, but only for those that you are proficient in. Additionally, you can choose to learn spells from the Wizard spell list and the Sorcerer spell list. Spells you learn from the Wizard spell list this way count as Sorcerer spells for you.
Spellcasting Secrets
At 1st level, you've discovered the limitations the Weave imprints upon spellcasters, and have begun to push past them. Not using the guidance of the Weave is dangerous however, and you know the risks. When you cast a spell that deals acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, radiant, slashing, or thunder damage, you can substitute one damage type with another of your choice from the above list. You can only change the damage type once per each casting of the spell, as you alter the formula with a bit of raw mana. When you do so, you take necrotic damage equal to the spell's level (or 1 damage for cantrips). This necrotic damage cannot be reduced or avoided in any way, including resistance and immunity to necrotic damage. Altering a spell this way can fundamentally change what the spell actually is, feel free to describe it differently when you cast it so players know how your spell appears compared to the normal version of the spell. For example, a Burning Hands spell that replaces the fire damage with bludgeoning might be loose stones from the ground sent flying, or a Witch Bolt that uses fire damage might be a flamethrower.
Getting Meta
At 6th level, you've become more in tune with magic. You gain two additional Sorcery Points. This does not prevent you from gaining more Sorcery Points as you level up. Additionally, you gain two new metamagic options, which you can choose from the existing list and from the four new ones listed below. When you gain the ability to pick new metamagic options again, you can also choose from this list.
- Forceful Spell
You can spend 1 Sorcery Point to add 2d10 force damage to a spell that already deals damage other than psychic damage. These damage dice cannot be rerolled with the Empowered Spell metamagic.
- Sniper's Spell
You can spend 4 Sorcery Points to make a spell with a range of at least 30 feet have a range of a mile.
- Potent Spell
You can spend 3 Sorcery Points to increase the spell save DC of a spell that requires a saving throw by 2. If this metamagic option is used, you can still use another metamagic option on the spell.
- Deepened Spell
You can spend a number of Sorcery Points equal to the spell's level to make a spell that affects only you (And is incapable of affecting others at its current level) not require concentration. This does not alter the duration of the spell, and you can still end the spell early by choice as if you ended concentration on it. You can only have one Deepened Spell active at a time.
Spark Of Creation
At 14th level, you have adapted to the numbing pain of breaking the rules and pushing past the Weave. You can use a bonus action to cause your veins to glow a faint blue, creating dim light out to 5 feet until you use another bonus action to end it or cast a spell while using the Spellcasting Secrets feature to change its damage type. If you use the Spellcasting Secrets feature to change a spell's damage type while glowing this way, you take no damage from the normal backlash of casting the spell this way. In addition, you are immune to the effects of Wild Magic, and magic can't change your form unless you allow it to do so. (DM Note: If a hazard based on raw, unfiltered magic exists in your campaign, consider replacing the immunity to magic changing the character's form with immunity to the hazard.) Finally, you gain three additional Sorcery Points.
A Name Is Earned
At 18th level, you are able to tap unfiltered mana, raw magical power, and use it to its fullest extent, leaving your only remaining limitation being skill. Indeed, it wouldn't be incorrect to be called outright a master of magic. As a bonus action, you can call to mind the ability to cast one spell from any spell list in the game. The spell must be one you do not know, and it must be a spell level of which you have spellslots for. You follow all the normal rules for casting the spell, including providing any necessary material components and expending a spellslot. Additionally, you cannot cast the spell at a level higher than its base level, and it counts as a Sorcerer spell for you when you cast it. If you use metamagic on the spell when you cast it, the cost of the metamagic in Sorcery Points is doubled. If you do not cast the spell you call forth within 1 hour of learning it, or if you cast the spell once, the knowledge of how to do so fades from your mind, leaving you unable to cast the spell again except by using the feature again or some other means to learn the spell. If you cast it, you retain the knowledge of actually casting the spell, even if you don't remember how. Once you have used this feature once, regardless of if you actually cast the spell or not, you cannot use it again until you finish a Long Rest.
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