Hi everyone!
This base class is an attempt at making yet another gish, as I'm sure you've seen many.
Any feedback is welcome, especially in regard to the balance and the phrasing of certain features. I intend to heavily edit the latter but it will be an hard task.
The idea is to stick to the fantasy of the D&D Wizard while giving it a Battlemaster twist. The flavor is pretty much "dusty tomes and sharp blades", emphasis on the dusty tomes.
I intend to add/edit flavor text later to bring coherence to the whole thing. As it stands right now, the class may appear as a frankenstein of other class features without much logic. I'll try my best to convey my vision of this archetype with later flavor add-ons.
The class is built on a Paladin skeleton, and is balanced against it. More details on that in a later post.
Apart from the "Applied Research" feature, the base class is quite uninspired and pretty much reads as a Paladin heavy ACF.
All the good stuff is in the subclasses ! Or to be more precise, in the 15th and 20th level features. The 3rd and 7th level being there to keep the class up to speed with a paladin of a similar level.
But bringing something fresh wasn't the aim of this project anyway. It was more to provide a balanced framework for people wanting to play something a bit more wizardy than an Eldritch Knight and a bit more fightery than a Bladesinger - while allowing a variety of character concepts to be fitted.
Now, without further ado :
The Loremaster
You must have a Dexterity or Strength score of 13 or higher and an Intelligence score of 13 or higher in order to multiclass in or out of this class.
—Spell Slots per Spell Level— Level Proficiency Bonus Features Cantrips
Known1st 2nd 3rd 4th 5th 1st +2 Spellcasting, Cantrip Formulas 3 — — — — — 2nd +2 Polyvalent Ritual Caster, Knowledge Studies 3 2 — — — — 3rd +2 Loremaster Legitimacy, Master Tradition 3 3 — — — — 4th +2 Ability Score Improvement 4 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Applied Research 4 4 2 — — — 7th +3 Master Tradition feature 4 4 3 — — — 8th +3 Ability Score Improvement 4 4 3 — — — 9th +4 4 4 3 2 — — 10th +4 Elective Studies 5 4 3 2 — — 11th +4 Expert Copyist 5 4 3 3 — — 12th +4 Ability Score Improvement 5 4 3 3 — — 13th +5 Polyvalent Ritual Caster Improvement 5 4 3 3 1 — 14th +5 Elective Studies 5 4 3 3 1 — 15th +5 Master Tradition feature 5 4 3 3 2 — 16th +5 Ability Score Improvement 5 4 3 3 2 — 17th +6 5 4 3 3 3 1 18th +6 Elective Studies 5 4 3 3 3 1 19th +6 Ability Score Improvement 5 4 3 3 3 2 20th +6 Master Tradition feature 5 4 3 3 3 2
CLASS FEATURES
As a Loremaster you gain the following features :
HIT POINTS
Hit Dice: 1d8 per Loremaster level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Loremaster level after 1st
PROFICIENCIES
Armor: All armor, shields
Weapons: All armor, shields
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Investigation, Medicine, Nature, Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail, (b) chainshirt, light crossbow and 20 bolts, or (c) leather, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- A spellbook
SPELLCASTING
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Loremaster table.
Spellbook
At 1st level, you have a spellbook which is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Preparing and Casting Spells
The Loremaster table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + half your Loremaster level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 6th-level Loremaster, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher
At 2nd level, you can add 8 1st-level wizard spells of your choice to your spellbook.
Each time you gain a Loremaster level thereafter, you can add one wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Loremaster table. On your adventures, you might find other spells that you can add to your spellbook.
CANTRIP FORMULAS
At 1st level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
POLYVALENT RITUAL CASTER
At 2nd level, your spellbook also act as a ritual book. Pick a class with the spellcasting feature. You can add two 1st level spells with the ritual tag from this class to your ritual book.
In addition when you find a spell in written form from this class, you can add it to your ritual book if you can spare the time to decipher and copy it. The spell's level can be no higher than a quarter of your Loremaster level (rounded up), and it must have the ritual tag.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
You can only cast these spells as a ritual and with your ritual book in hand. Your spellcasting ability for these spells is always Intelligence.
At 13th level, pick a second class with the spellcasting feature. All the benefit of the polyvalent ritual caster feature extend to this class spell list. In addition, you can add two 1st level spells with the ritual tag from this class to your ritual book.
KNOWLEDGE STUDIES
At 2nd level, you become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
If you were already proficient in one of those skills, you can replace it with another skill from the following list : Acrobatics, Arcana, Athletics, History, Investigation, Medicine, Nature, Religion
LOREMASTER LEGITIMACY
At 3rd level, you gain the ability to attune to magic items that require attunement by a wizard.
MASTER TRADITION
When you reach 3rd level, you choose a master tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
APPLIED RESEARCH
At 6th level, for each of the following Skill Proficiencies you have, you get advantage on Intelligence checks to recall information about the following creature types :
Arcana : Aberration, Construct, Dragon, Elemental
History : Giant, Humanoid
Nature : Beast, Fey, Monstrosity, Plant
Religion : Celestial, Fiend, Undead
They are considered in your field of study.
In addition, on your turn as a bonus action, you can mark a creature falling in your field of study as your focused target until your next turn.
The next time this creature makes a saving throw against the effect of one of your spell or maneuver, it must roll a d4 and subtract the number rolled from the saving throw. At which point the creature is no longer considered marked.
The malus increases to a 1d6 if the creature falls in a field of study corresponding to a skill you gained double proficiency in, such as from the "Knowledge Studies" feature.
You can use this feature to mark a focused target a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
ELECTIVE STUDIES
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from the lists of any class you picked for your polyvalent ritual caster feature. A spell you choose must be of a level you can cast, as shown on the Loremaster table, or a cantrip.
The chosen spells count as wizard spells for you and are added to your spellbook.
You learn two additional spells in the same way at 14th level and again at 18th level.
EXPERT COPYIST
At 11th level, copying a spell to your spellbook or ritual book now takes half the time and gold cost.
MULTICLASSING AND THE LOREMASTER
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose loremaster as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Dexterity or Strength score of 13 and an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a loremaster.
Proficiencies Gained. If loremaster isn't your initial class, here are the proficiencies you gain when you take your first level as a loremaster: light armor, medium armor, shields, simple weapons, martial weapons.
Spell Slots. Add half your levels (rounded down) in the loremaster class to the appropriate levels from other classes to determine your available spell slots.
Subclasses in the next post