bloodshed343
2019-08-18, 06:27 PM
So the loremaster wizard is ludicrously powerful, but it's also the most wizardly wizard to ever wizard a spell. With that in mind, I decided to take a crack at making it a bit more balanced. The first draft I present here is inomplete, as I feel it is still too powerful, and so I hope some of you could help find the right restrictions to balance it against the other schools.
Lore Mastery
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. You learn two languages of your choice. Your proficiency bonus is doubled for any ability check 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, you may make an intelligence check using a skill appropriate to the surrounding terrain (as determined by your DM) with which you have proficiency and use the result in place of your initiative roll. Once you have used this feature, you cannot do so again until you finish a short or long rest.
Natural Lore
At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. You have learned to imitate the natural magic of the wild places with arcane ingenuity.
You gain proficiency with the Nature skill.
You learn one Druid cantrip of your choice, and add one 1st-level spells from the Druid's spell list to your spellbook. These count as Wizard spells for you. You may also inscribe any spell from the Druid spell list that has the ritual tag to your spell book as if they were wizard spells. However, doing so is twice as expensive as normal, and casting a ritual from the Druid list takes twice as long as normal for you.
Additionally, if you have an active familiar, you may expend a spell slot to change its form into that of any natural creature with a CR determined by the CR of the spell level used. This effect lasts for up to one minute as long as you maintain concentration, as if concentrating on a spell, and while under the effect of this ability your familiar may take the attack action.
Extraplanar Lore
At 6th level, you learn to imitate the divine and primordial magic practiced by priests and cultists by arcane means.
You gain proficiency with the Religion skill.
You learn one Cleric cantrip of your choice, and add one 1st-level spells from the Cleric's spell list to your spellbook. These count as Wizard spells for you. You may also inscribe any spell from the Cleric spell list that has the ritual tag to your spell book as if they were wizard spells. However, doing so is twice as expensive as normal, and casting a ritual from the Cleric list takes twice as long as normal for you.
Additionally, if you have an active familiar, you may expend a spell slot to change its form into that of any Celestial, Elemental, or Fiend creature with a CR determined by the CR of the spell level used. This effect lasts for up to one minute as long as you maintain concentration, as if concentrating on a spell, and while under the effect of this ability your familiar may take the attack action.
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.
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.
So my primary question is what sort of CR chart would be appropriate, and if there are too many abilities which would be the most appropriate to cut?
Lore Mastery
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. You learn two languages of your choice. Your proficiency bonus is doubled for any ability check 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, you may make an intelligence check using a skill appropriate to the surrounding terrain (as determined by your DM) with which you have proficiency and use the result in place of your initiative roll. Once you have used this feature, you cannot do so again until you finish a short or long rest.
Natural Lore
At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. You have learned to imitate the natural magic of the wild places with arcane ingenuity.
You gain proficiency with the Nature skill.
You learn one Druid cantrip of your choice, and add one 1st-level spells from the Druid's spell list to your spellbook. These count as Wizard spells for you. You may also inscribe any spell from the Druid spell list that has the ritual tag to your spell book as if they were wizard spells. However, doing so is twice as expensive as normal, and casting a ritual from the Druid list takes twice as long as normal for you.
Additionally, if you have an active familiar, you may expend a spell slot to change its form into that of any natural creature with a CR determined by the CR of the spell level used. This effect lasts for up to one minute as long as you maintain concentration, as if concentrating on a spell, and while under the effect of this ability your familiar may take the attack action.
Extraplanar Lore
At 6th level, you learn to imitate the divine and primordial magic practiced by priests and cultists by arcane means.
You gain proficiency with the Religion skill.
You learn one Cleric cantrip of your choice, and add one 1st-level spells from the Cleric's spell list to your spellbook. These count as Wizard spells for you. You may also inscribe any spell from the Cleric spell list that has the ritual tag to your spell book as if they were wizard spells. However, doing so is twice as expensive as normal, and casting a ritual from the Cleric list takes twice as long as normal for you.
Additionally, if you have an active familiar, you may expend a spell slot to change its form into that of any Celestial, Elemental, or Fiend creature with a CR determined by the CR of the spell level used. This effect lasts for up to one minute as long as you maintain concentration, as if concentrating on a spell, and while under the effect of this ability your familiar may take the attack action.
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.
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.
So my primary question is what sort of CR chart would be appropriate, and if there are too many abilities which would be the most appropriate to cut?