Arcane Tradition: Lore Mastery

Lore Mastery is an arcane tradition practiced exclusively by the Harpers that fixates on understanding the underlying mechanics of magic and the very nature of the Weave. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure. Recently, in the wake of realm-shattering catastrophes such as the threat of an elemental apocalypse and the rage of demons rampaging throughout the Underdark, the Harpers have been encouraging their wizards to take up the study of lore mastery.

## **Lore Masters**

Lore masters are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Lore masters prosper greatly from the Harpers' relationship with the many bardic colleges found throughout Faerun, adding much of the knowledge amassed and curated by generations of bards into their lexicon of mystical secrets. Most lore masters are generous teachers, countering ignorance and deception with deep knowledge and good humor. Some, mostly older Harpers, have a haughty disdain toward those who follow the teachings of a single school, seeing them as lacking the sophistication to master the true secrets of magical lore.

## **Restriction: Harpers Only**

Only members of the Harpers can choose the lore mastery arcane tradition. In the world of the Forgotten Realms, the Harpers have taken great pains to amass their collection of knowledge and they guard their secrets with fanatic vigilance.

Your DM can lift this restriction to better suit the campaign.

## **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 that you make that uses the Arcana, History, Nature, or Religion 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).

## **Harper Secrets**

At 2nd level, you master the ability to alter the very nature of your magic.

When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, 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 long rest.

## **Alchemical Casting**

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 level of 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 that 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**

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can call upon your uncanny memory to recall and replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until 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 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.