Lore Savant
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 or History 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).
Alchemical Dualism
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, lightning,
necrotic, poison, radiant, or thunder damage,
you can substitute that damage type with its
alchemically paired damage type (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. The
paired damage types are as follows.
Acid |
- |
Poison |
Cold |
- |
Fire |
Lightning |
- |
Thunder |
Necrotic |
- |
Radiant |
Structural Shift
Starting at 6th level, 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. If the spell
requires multiple saving throws, only the first is
changed. Once you change a saving throw in this
way, you can’t do so again until you finish a short
or long rest.
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 use this
feature twice, and you regain any expended uses
when you finish a 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
8th-level or lower 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.
Once you use this feature, you can’t use it again
until you finish a long rest.
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