Talk:Lore Mastery, Variant (5e Subclass)

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<Subclass>[edit]

Wizard Subclass

<Lead paragraph>

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 skills 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, you can use your Intelligence modifier in place of your Dexterity modifier.

Flexible Casting

At 6th level, you learn to augment spells in a variety of ways. When you cast a spell of 2nd level or higher you can expand a spell slot of one level lower to create one of the following effects:

  • Delay Magic: You cast the spell as normal, however, the effects don't manifest as long as you maintain concentration on the spell. You can concentrate on this spell for up to an hour and as a bonus action, trigger the spell with the specifications you gave when you initially cast the spell. While the spell is delayed is sits in the area you cast it from as a ball of energy. The spell activates if any comes into contact with it. If you targeted an area with a fireball a minute ago, you cannot now target a different area with the same spell.
  • Distance Magic: When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. In addition, when you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
  • Extend Magic: The duration of the spell doubles, to a maximum duration of 24 hours.
  • Maximize Magic: You deal the maximum amount of damage for that spell, instead of rolling.
  • Over Magic: You can cast the spell at a level higher than what you are normally able to use, to a maximum of 9th level.
  • Penetrate Magic: You can ignore a target's damage resistance, treat damage immunity as resistance, force a creature that would otherwise be immune to a condition to make a saving throw with advantage, or strike a creature through a creation of magical force.
  • Potent Magic: You can raise the spell’s potency, increasing the spell’s save DC by 2.
  • Quickened Magic: When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
  • Subtle Magic: You can cast the spell without any somatic or verbal components. In addition, any spell of a level lower than expanded spell slot that you cast within the next minute has the same benefit.
  • Twin Magic: When you cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell.
  • Widen Magic: You can double the area of a spell's effect. It increases the range or area of effect over what the spell would normally possess.
There should probs be a limit to this stuff. Maybe split them off into 6th and 14th level options? Maybe limit them to a certain number you can use at once. There are 11 options in total. 5 of the 7 sorcerer options were taken. Maybe add a magic damage type or spell save changing option like the lore wizard? If so move it to 14th level if we're splitting this stuff up.
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.

14th level

At 14th level, things happen.



School of the Magi(Magus)/ Weave(Weaver)/ Arcana(Arcanist)?

Lore Mastery(Y)

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 skills 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, you can use your Intelligence modifier in place of your Dexterity modifier.

Spell Secrets(Move to Metamagic(6))

At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.

Alchemical Casting(Move to Metamagic(6))

At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.

An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile.

An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.

Prodigious Memory(Y)

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(N)

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, 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.

Budget wish spell. Spell list is already massive at this point and it only gets bigger.
Metamagic

Boost Magic: It can elevate the tier and power of the spell.

Delay Magic: When it is activated, the magic delay the moment of activation of a spell.

Extend Magic: It allows the user to extend the period of time that the spell could remain active.

Maximize Magic: It increases the destructive power of a spell's attack.

Over Magic: In exchange of great quantities of mana, it allows the user to activate one spell of a tier higher than what the caster is normally able to use.

Penetrate Magic: It increases the chance to penetrate magic defenses or resistances.

Silent Magic: It allows the user to activate a spell without the need to recite it, eliminating the danger of a third party or person disrupting the activation.

Twin Magic: Unlike the original spell which can only create one object, this magic allows the user to create the same object twice from that spell without casting it again.

Triplet Magic: Unlike the original spell which can only create one object, this magic allows the user to create three of the same object from that spell without casting it again. It's most likely a superior version of Twin Magic.

Widen Magic: It increases the range or area of effect over what the spell would normally possess.

howtosteponyoursorcererstoes.feature How to not do that? Resource or spell slot? Something else? Level? 6/14?
break the game

When you cast a wizard spell of 1st level or higher as an action or bonus action, you are no longer limited casting only cantrips.

How stops sorcerer multiclass nonsense? This is a 14th level ability? If 14th level ability could only get 3 quickened spells out of it. A lot of damage... Now that quicken spell is 6th level is this really a fesible idea...

Slight Problem[edit]

So, I don't know what's going on with the rest of the discussion page, and I apologize if I'm ruining anything, but there's a problem with the subclass. Wizards get two level 2 class features from their subclass, not one, meaning the subclass is actually incomplete. --Supersmily5 (talk) 21:22, 14 July 2019 (MDT)

It's just some nonsense notes I made when I tried to cobble this together.
I'd rather not separate out the two good benefits of the feature into two different features. —ConcealedLightChatmod.png (talk) 21:53, 14 July 2019 (MDT)