Lorekeeper

Initially the oldest and most detached of the Eldiri people wandered north to begin the eternal process of transcribing and keeping the knowledge of the cosmos. Over thousands of years, the collection grew upward and outward into the massive tower that is now called Pirymadand, the Infinite Library. Following the Rift of the elven people and their mass exodus to teach this information to the young races, the Library was in need of defenders.

There is no prerequisite to being a Lorekeeper (elv. 'Lindyl'), but it is common among the Eldiri to send a representative of each Gol (vhalar. 'Tower') and every hamlet to perform a task in the Library. The more altruistic of the appointees take it upon themselves to be her protectors. While trained extensively in the arts of combat, this is done largely through text and expands (as things within the Eldiri isle often do) into obsession and a dive into more and more literature. While there is no shortage of study of the martial arts, it is the relative seclusion and its propensity to work best in text that the Lorekeepers become masters of the magical arts.

As time passes, so too do many of the pages of ancient texts that have yet to be transcribed, copied, or taught to a new generation. Often, entire teachings or schools of thought exist only within the minds of a single Lorekeeper, waiting to be passed on. Some Eldiri leadership is apprehensive about losing individuals like this, but others welcome their travel across the lands and their opportunity to learn more and teach their arts.

Currently, no High Lorekeeper has taken the vacant position following the disappearance of Thinfir following his expedition southward to Lost Vyldir. Indeed, their ilk can rarely be kept in order to begin with, so the elders of Eldiren only press the issue every few hundred years. Too valuable are the labyrinthine minds of those that dedicate themselves entirely to the preservation and propagation of the dwindling elven people and the universe itself.

## Wizard: Lorekeeper (Pirymheril)

When you adopt this tradition at 2nd level, you gain the below features.

**Fidelity Bonus.** Eldiri elves receive Inspiration at the start of every session.

**Labyrinthine Cortex.** Lorekeepers are adept at using their memory in place of paper. They prepare and cast spells in the same way as any wizard, but are able to memorize their spells in place of using a spellbook. Instead of copying spells into a spellbook, a Lorekeeper can permanently add a spell to their memory by studying the spell for 2 hours and 50gp per level of spell. The cost represents any tests that need to be performed, as well as any mind expanding substances that may need to be consumed.

**Somatic Adroitness.** Such is the practiced spellcasting of the Lorekeeper that they are able to forego the use of a spellcasting focus. When casting a spell, add the level the spell slot the spell is being cast with and 10. If this number is equal to or less than your Dexterity, the Lorekeeper can replace any material components that do not have a cost with Somatic components.

### Primal Magicks

While newer, practiced magicks have been created and studied for specific purposes, the Lorekeepers can harness the raw magicks of the cosmos itself, using the history at their fingertips and the knowledge of their order to annihilate any opposition. At 2nd level, choose one of the following. You can choose another Primal Magick at 10th level, and 18th level.

* **Chaos of Life** - Whenever a Lorekeeper draws on the Chaos of Life to power their spells, they cause rampant growth around them. When casting a spell using a spell slot, you can create a sensory effect as if you were casting Druidcraft. Additionally, you can choose to grant temporary hit points equal to the spells level + your Intelligence modifier to a single willing creature within 30 feet of you. Once you use this feature to heal 3 times, you can't heal again until you finish a long rest.
* **Godfall** - Acute study of starstuff has granted the Lorekeeper insight into the physiology of the gods themselves. You can add your Intelligence modifier (Min 1) to a one damage roll whenever you cast any evocation spell. Additionally, you can count any damage rolls of 1 as 2 when damaging celestial, fey, and fiends.
* **Extraplanar** - The plane which you reside is but one of many, and you give them equal study. After you take a long rest and whenever you use a spell slot to cast a spell, you can choose a Plane. You can partially perceive this Plane on top of your own, and can target creatures on the Plane with spells. You can speak to and be perceived by creatures on this plane, but cannot physically interact. Additionally, when you use any spell to teleport, you can use the architecture of adjacent planes as your landing point. This allows you to teleport vertically and land on the thin air of this plane. At the end of your next turn, your hold on the adjacent plane will slip and you will begin to fall.

### Mind Glean

At 6th level, you are able to capture information from others by tapping into their magical presence. As a bonus action, select a creature within 30 feet of you that can cast spells. If they are unwilling, they can resist you unless you succeed in an opposed Arcana check. On a success, you add a spell of your choice to your Spell List until the beginning of your next turn. You can use this feature a number of time equal to your Proficiency bonus, and regain all uses after a long rest.

### Infinite Knowledge

At 14th level, you can plumb the far corners of the universe for the information you need to solve any quandary. As an action, you can recall a spell you know but do not have prepared and cast it as part of the same action. When a spell is cast in this way, you cannot cast it again for another 1d6 days.