BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Lore Mastery

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.

Comments

Please Login in order to comment!