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  1. - Top - End - #1
    Pixie in the Playground
     
    Kobold

    Join Date
    Mar 2021

    Default The Loremaster (Base Class) - Bridging the gap between EK and BS, with a twist !

    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
    Known
    1st 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
    Last edited by CinnaDomenici; 2023-01-21 at 10:06 PM.

  2. - Top - End - #2
    Pixie in the Playground
     
    Kobold

    Join Date
    Mar 2021

    Default Subclasses

    MASTER TRADITIONS

    Spoiler: School of Abjuration
    Show
    Loremaster: School of Abjuration


    ABJURANT MANEUVERS:
    When you choose this archetype at 3rd level, you gain the ability to expend a spell slot to fuel one of the following maneuvers:

    Abjurant Parry
    When another creature damages you with a melee, ranged or spell attack, you can use your reaction and expend a spell slot to reduce the damage. The damage reduction is 2d4 + your Dexterity modifier for a 1st-level spell slot.
    For each spell level higher than 1st, increase the damage reduction by 1d4, up to a maximum of 6d4.

    Abjurant Bait and Switch
    When you're within 5 feet of a creature on your turn, you can expend a spell slot and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
    Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to 2d4 for a 1st-level spell slot.
    For a spell slot of 2nd level or higher the bonus increases to 3d4.

    You can only use one maneuver per attack, this includes maneuvers granted by another class or feat.


    APOTROPAIC ENGRAVING:
    At 3rd level, you also learn a ritual that let you bond with a shield or a weapon and use it as an arcane focus. You perform the ritual over the course of 1 hour, which can be done during a short rest, using 50 gp of material component.

    Once you have bonded a weapon or shield to yourself, you can't be disarmed of it unless you are incapacitated. You can use this shield or weapon as a spellcasting focus for your wizard spells.

    You can have up to two of any mix of bonded shield and bonded weapon. If you attempt to bond with a third one, you must break the bond with one of the other two.


    SUSTAINED ABJURATION:
    Beginning at 7th level, casting abjuration spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast an abjuration spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than a quarter of your Loremaster lvl rounded up.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    SYGIL OF THE MARILITH:
    When you reach 15th level, you gain the ability to take multiple reactions between your turns as long as you are wielding a shield or a weapon bonded to you by the Apotropaic engraving feature.

    When wielding a bonded shield or weapon, once per turn of combat, you can use this feature to regain your reaction and take a reaction. You can’t do so on a turn you used your reaction.

    You can use this feature a number of times equal to your intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.


    NULLIFYING BURST:
    At 20th level, at a great cost your abjuration magic can burst in a wave to reverse the tide of battle. As an action, you create an abjuration wave in a 30 ft radius with the following effects:
    • You can end any number of the following conditions on any number of creature of your choice in that 30 ft radius: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned.
      You take 1d10 of necrotic damage for each condition you cure this way.
    • Any number of creatures of your choice in that 30 ft radius is forced to make a constitution saving throw in order to maintain concentration as if it had taken 40 damage.
      You take 1d10 of necrotic damage for each creature affected this way.


    Once you use this feature, you can't use it again until you finish a long rest.



    Spoiler: School of Conjuration
    Show
    Loremaster: School of Conjuration


    CONJURANT MANEUVERS:
    When you choose this archetype at 3rd level, you gain the ability to expend a spell slot to fuel one of the following maneuvers:

    Conjurant Maneuvering Attack
    When you hit a creature with a weapon attack, you can expend a spell slot to maneuver one of your comrades into a more advantageous position. You add 2d4 to the attack's damage roll for a 1st-level spell slot, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    Conjurant Disarming Attack
    When you hit a creature with a weapon attack, you can expend a spell slot to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add 2d4 to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet or in one of your empty hands if your within 5 ft of the creature.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    Conjurant Lunging Attack
    When you make a melee weapon attack on your turn, you can expend a spell slot to increase your reach for that attack by 5 feet. If you hit, you add 2d4 to the attack's damage roll for a 1st-level spell slot.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    You can only use one maneuver per attack, this includes maneuvers granted by another class or feat.


    MAGICAL POCKETS:
    At 3rd level also, you can take a bonus action on each of your turns in combat. This action can be used only to take the Use An Object action.


    SUSTAINED CONJURATION:
    Beginning at 7th level, casting conjuration spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a conjuration spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than a quarter of your Loremaster lvl rounded up.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    TACTICAL REDEPLOYMENT:
    When you reach 15th level, on your turn, you can use half your movement to swap position with a willing creature that you summoned or created with a conjuration spell.
    Alternatively, you can swap position with the center of effect of a conjuration spell you are concentrating on.

    You can use this feature a number of times equal to your intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.


    ALTAR OF POWER:
    At 20th level, when you cast a conjuration spell of 1st level or higher that requires concentration, you can create a catalyst, such as an altar, a monolith or a statue, that allows the spell to last until the end of its full duration without requiring concentration.

    You create the catalyst at an unoccupied space you can see within 30 ft. The chosen space must be on a surface or in a liquid that can support the catalyst without the catalyst having to squeeze.

    The catalyst has the following properties:
    • It is a medium inanimate object with the appearance of your choice.
    • It is visibly magical, radiating dim light out to 5 feet.
    • It has an AC of 17 and 50 hit points.
    • It is immovable until destroyed.
    • If the catalyst is destroyed or you move more than 60 ft away from it, the catalyst disappears and the spell ends.
    • When the spell ends, the catalyst disappears.


    Once you use this feature, you can't use it again until you finish a long rest.



    Spoiler: School of Divination
    Show
    Loremaster: School of Divination


    DIVINATORY MANEUVERS:
    When you choose this archetype at 3rd level, you gain the ability to expend a spell slot to fuel one of the following maneuvers:

    Divinatory Ambush
    When you make an initiative roll, you can expend a spell slot and add 2d4 to the roll for a 1st-level spell slot, provided you aren't incapacitated.
    For a spell slot of 2nd level or higher the bonus increase to 3d4.

    Divinatory Brace
    When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add 2d4 to the weapon's damage roll for a 1st-level spell slot.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    Divinatory Precision Attack
    When you make a weapon attack roll against a creature, you can expend expend a spell slot and add 2d4 to the roll for a 1st-level spell slot. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
    For a spell slot of 2nd level or higher the bonus increase to 3d4.

    You can only use one maneuver per attack, this includes maneuvers granted by another class or feat.


    LUCKY STRIKE:
    At 3rd level also, you don’t get disadvantage on attack rolls for attacking a target that you can’t see. Still, as per the rules of “Unseen Attackers and Targets” you still have to guess the target’s location correctly.


    SUSTAINED DIVINATION:
    Beginning at 7th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than a quarter of your Loremaster lvl rounded up.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    If you already have the expert divination feature from another class, you instead pick one of the following skills : Insight, Investigation, Perception. You gain proficiency in this skill and your proficiency bonus is doubled for any ability check you make with it.


    RARY’S SUPRAPATHIC COLD SLAP:
    When you reach 15th level, at the start of an encounter or until your first turn, you can use your reaction to make you or an ally within 30 ft no longer surprised.

    Once you use this feature, you can't use it again until you finish a short or a long Rest.


    NEVER TOO LATE TO ASK:
    Also at 15th level, when you reduce a creature to 0 hit points you can ask one question. The DM answers the question truthfully with one word, to the best of the knowledge of the creature. If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
    Should the creature regain consciousness later, it makes an intelligence saving throw against your spell DC. On a success, it is aware of the interaction, on a failure it’s isn’t.

    Once you use this feature, you can't use it again until you finish a long Rest.


    READ THE WAVES:
    At 20th level, provided you are still ready to react, you can empower yourself with a trickle of prescience.

    Right before the start of your turn, you can use your reaction to enter a state of prescience. If you do so, you don’t have to take your turn right now and regain your reaction. For the following minute, on each round, you can take your turn right before the turn of any creature in the initiative order.

    Moreover, when you haven’t taken your turn yet, on any turn of combat, before the outcome of any roll has been determined, you can use your reaction to take your turn. If you do so, the interrupted turn didn’t happen. It was your vision of the very near future.
    As soon as you act, that vision is no longer exact. This means that the creature you interrupted can now take a different course of action on its turn.

    Once you use this feature, you can't use it again until you finish a long rest.




    Spoiler: School of Enchantment
    Show
    Loremaster: School of Enchantment


    ENCHANTING MANEUVERS:
    When you choose this archetype at 3rd level, you gain the ability to expend a spell slot to fuel one of the following maneuvers:

    Enchanting Commander's Strike
    When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend a spell slot. That creature can immediately use its reaction to make one weapon attack, adding 2d4 to the attack's damage roll for a 1st-level spell slot.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    Enchanting Goading Attack
    When you hit a creature with a weapon attack, you can expend a spell slot to attempt to goad the target into attacking you. You add 2d4 to the attack's damage roll for a 1st-level spell slot, and the target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier). On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    You can only use one maneuver per attack, this includes maneuvers granted by another class or feat.


    UNREMITTING STEEL FLOW:
    At 3rd level also, you can't be charmed or frightened if you have attacked an hostile creature on your last turn or if you have been the target of an attack since your last turn.


    SUSTAINED ENCHANTMENT:
    Beginning at 7th level, casting enchantment spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast an enchantment spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than a quarter of your Loremaster lvl rounded up.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    THERE AND BACK AGAIN:
    When you reach 15th level, once per turn, when you hit a creature with a weapon attack you can control a part of its movement. At the start of its next turn, the target must succed on a wisdom saving throw against your spell DC or immediately use half of its movement to move toward you or as far as possible from you, your choice. Creatures immune to charm are immune to this effect.
    This movement triggers opportunity attacks as per usual.

    You can use this feature a number of times equal to your intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.


    LORD OVER HIS DEMESNE:
    At 20th level, you can empower yourself with great enchantment magic. As a bonus action, you gain the following benefits for 1 minute:
    • When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.
    • At the start of each turn, for each creature within 60 ft still affected by one of your enchantment spell that requires concentration, you gain 5 temporary hit points, up to a maximum of 15.
    • When you take damage, subtract any temporary hit point you had before taking damage from the damage taken when calculating the DC of the Constitution saving throw to maintain your Concentration. Moreover, if taking this damage would still leave you with temporary hit points, you don’t need to make a Constitution saving throw to maintain your Concentration.


    Once you use this feature, you can't use it again until you finish a long rest.




    Spoiler: School of Evocation
    Show
    Loremaster: School of Evocation


    EVOKING MANEUVERS:
    When you choose this archetype at 3rd level, you gain the ability to expend a spell slot to fuel one of the following maneuvers:

    Evoking Pushing Attack
    When you hit a creature with a weapon attack, you can expend a spell slot to attempt to drive the target back. You add 2d4 to the attack's damage roll for a 1st-level spell slot, and if the target is Large or smaller, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier). On a failed save, you push the target up to 15 feet away from you.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    Evoking Trip Attack
    When you hit a creature with a weapon attack, you can expend a spell slot to attempt to knock the target down. You add 2d4 to the attack's damage roll for a 1st-level spell slot, and if the target is Large or smaller, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier). On a failed save, you knock the target prone.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    Evoking Smite :
    When you hit a creature with a weapon attack, you can expend one spell slot to add 2d6 to the attack's damage roll for a 1st-level spell slot.
    For each spell level higher than 1st, increase the bonus damage by 1d6, up to a maximum of 6d6

    You can only use one maneuver per attack, this includes maneuvers granted by another class or feat.


    TRUE EVOCATION:
    At 3rd level also, whenever you use the Evoking Maneuver feature, the bonus damage can be either of the same damage type as the weapon or of a damage type that appear in a spell of your spell book. This spell must be of the same level as the spell slot you expended.


    SUSTAINED EVOCATION:
    Beginning at 7th level, casting evocation spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast an evocation spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than a quarter of your Loremaster lvl rounded up.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    MAGIC AND MIGHT:
    When you reach 15th level, when you use your action to cast an evocation spell of 1st level or higher, you can make one weapon attack as a bonus action.

    You can use this feature a number of times equal to your intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.


    FIREWORKS GATLING:
    At 20th level, you can empower yourself with great evocation magic. As a bonus action, you gain the following benefits for 1 minute:
    • For the duration, all 1st-level and 2nd-level evocation spells in your spellbook are considered prepared.
    • You can cast 1st-level and 2nd-level evocation spells without expending a spell slot. When you do so they are considered using a 3rd level spell slot for determining their effect.
    • When you cast an evocation spell by expending a spell slot of 3rd level or higher, it is considered using a spell slot of 1 level higher for determining its effect.


    Once you use this feature, you can't use it again until you finish a long rest.




    Spoiler: School of Illusion
    Show
    Loremaster: School of Illusion


    ILLUSORY MANEUVERS:
    When you choose this archetype at 3rd level, you gain the ability to expend a spell slot to fuel one of the following maneuvers:

    Illusory Menacing Attack
    When you hit a creature with a weapon attack, you can expend a spell slot to attempt to frighten the target. You add 2d4 to the attack's damage roll for a 1st-level spell slot, and the target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier). On a failed save, it is frightened of you until the end of your next turn.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    Illusory Feinting Attack
    You can expend a spell slot and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add 2d4 to the attack's damage roll for a 1st-level spell slot.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    Illusory Distracting Strike
    When you hit a creature with a weapon attack, you can expend a spell slot to distract the creature, giving your allies an opening. You add 2d4 to the attack's damage roll for a 1st-level spell slot. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    You can only use one maneuver per attack, this includes maneuvers granted by another class or feat.


    SENSORY OVERLOAD:
    At 3rd level also, once per turn, you can mark a creature you hit with a weapon or spell attack if you have advantage on the attack roll. Until your next turn, this creature has disadvantage on attack rolls against you.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    SUSTAINED ILLUSION:
    Beginning at 7th level, casting illusion spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast an illusion spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than a quarter of your Loremaster lvl rounded up.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    BLURRING THE LINE:
    When you reach 15th level, once per turn as a bonus action, you can make a melee weapon attack originating from the space of an illusion created by one of your illusion spell that has a duration of 1 minute or longer. You have advantage on this attack roll.

    The illusion will move or change shape, whatever the spell’s normal parameters may be, in the most credible way to deliver the attack, however absurd it may seem to observers.
    You can use this feature a number of times equal to your intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.


    LONG CON:
    At 20th level, you gain the ability to create a permanent image in a pinch.

    As a bonus action or as a reaction, you can cast the Major Image spell without expending a spell slot, ignoring its normal casting time.

    You do so with the following benefits:
    • You can cast it without any material, somatic or verbal component if you choose so.
    • The spell is considered to be cast using a 6th level spell slot for determining its effect.
    • You can use your bonus action or your reaction instead of your action in order to move it to any other spot within range.
    • Any Intelligence (Investigation) check made to examine the image is done at a disadvantage.


    Once you use this feature, you can't use it again until you finish a long rest.
    You can only maintain one such permanent image at a time. When you use this feature again, the first permanent image is dispelled.



    Spoiler: School of Necromancy
    Show
    Loremaster: School of Necromancy


    NECROMANTIC MANEUVERS:
    When you choose this archetype at 3rd level, you gain the ability to expend a spell slot to fuel one of the following maneuvers:

    Necromantic Riposte
    When a creature misses you with a melee attack, you can use your reaction and expend a spell slot to make a melee weapon attack against the creature. If you hit, you 2d4 to the attack's damage roll for a 1st-level spell slot.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    Necromantic Rally
    On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to 2d4 + your Charisma modifier for a 1st-level spell slot.
    For each spell level higher than 1st, increase the temporary hit points gained by 1d4, up to a maximum of 6d4.

    You can only use one maneuver per attack, this includes maneuvers granted by another class or feat.


    COSY AT DEATH’S DOOR:
    At 3rd level also, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.


    SUSTAINED NECROMANCY:
    Beginning at 7th level, casting necromancy spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a necromancy spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than a quarter of your Loremaster lvl rounded up.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    DREADFUL COMMANDER:
    When you reach 15th level, your attacks make an undead magnet out of your targets.

    When you hit a creature with a weapon attack, a friendly undead creature within 30 ft of you, can use its reaction to move up to half its movement speed toward the creature and target it with one of its weapon attacks.
    The movement triggers opportunity attacks as per usual.
    If a friendly undead creature is under your control, you get to decide if it makes that reaction.

    You can use this feature a number of times equal to your intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.


    PROLIFIC UNDEATH:
    At 20th level, you can empower yourself with great necromancy magic. As a bonus action, you gain the following benefits for 1 minute:
    • When you roll damage for a necromancy spell, you can reroll any number of dice. You must use the new rolls.
    • Any undead creature within 30 ft of you adds your proficiency bonus to its weapon damage rolls.
    • When a creature within 30 ft is killed by the attack of an undead creature, it has a 33 percent chance of rising up as a zombie at the start of your next turn. The zombie is under your command for 1 hour, following your verbal orders to the best of its ability.
      After an hour, any zombie created this way become inanimate once more.


    Once you use this feature, you can't use it again until you finish a long rest.



    Spoiler: School of Transmutation
    Show
    Loremaster: School of Transmutation


    TRANSMUTING MANEUVERS:
    When you choose this archetype at 3rd level, you gain the ability to expend a spell slot to fuel one of the following maneuvers:

    Transmuting Quick Toss
    As a bonus action, you can expend a spell slot and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add 2d4 to the weapon's damage roll for a 1st-level spell slot.
    For each spell level higher than 1st, increase the bonus damage by 1d4, up to a maximum of 6d4.

    Transmuting Grappling Strike
    Immediately after you hit a creature with a melee attack on your turn, you can expend a spell slot and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add 2d4 to your Strength (Athletics) check.
    For a spell slot of 2nd level or higher the bonus increases to 3d4.

    Transmuting Evasive Footwork
    When you move, you can expend as spell slot, adding 2d4 to your AC for a 1st-level spell slot, until you stop moving.
    For a spell slot of 2nd level or higher the bonus increases to 3d4.

    You can only use one maneuver per attack, this includes maneuvers granted by another class or feat.


    UNNATURAL MOVEMENT:
    At 3rd level also, you gain one of the following features:

    A thousand thousand Setules. You gain a climbing speed equal to your walking speed. In addition, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Scales of the marsh. You gain a swimming speed equal to your walking speed. In addition, you can hold your breath for up to 15 minutes at a time.

    Strike the earth. You gain a burrowing speed equal to half your walking speed.

    Superior stride. Your speed increase by 5 feet.


    SUSTAINED TRANSMUTATION:
    Beginning at 7th level, casting transmutation spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a transmutation spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than a quarter of your Loremaster lvl rounded up.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    BUSY MAN’S FREE TIME:
    When you reach 15th level, your quick thinking and agility allow you to move and act quickly.

    You can take a bonus Action on each of your turns in Combat. This Action can be used only to take the Dash, Disengage, or Hide Action.

    You can use this feature a number of times equal to your intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

    If you already have the cunning action feature from another class, your speed instead increases by 5 feet.


    PHILOSOPHER’S INCARNATION:
    At 20th level, you can empower yourself with great transmutation magic. As a bonus action, you enter one of the following forms for one minute:

    Searing Sun: fire, radiant
    Decaying Miasma: poison, necrotic
    Biting Cloud: cold, lightning
    Gelatinous Wave: acid, thunder
    Metaphysical Impetus: psychic, force

    While in one of these forms, you gain the following benefits:
    • Your appearance changes to reflect your attunement to those associated elements
    • You gain resistance to the associated damage types
    • When you make a weapon attack or an unarmed attack, you can replace any of its damage type with a damage type associated with your form.
    • When you cast a spell, you can replace any damage type appearing in the spell with a damage type associated with your form.


    Once you use this feature, you can't use it again until you finish a long rest.

    With the permission of your DM, you may replace these forms with other combinations of two damage types.


  3. - Top - End - #3
    Pixie in the Playground
     
    Kobold

    Join Date
    Mar 2021

    Default Re: The Loremaster (Base Class) - Bridging the gap between EK and BS, with a twist !

    Design notes :

    Initial Design Goals :


    Make a base class that :
    -Is well integrated in the official materials.
    -Is "Balanced against Paladin" or at least isn't objectively more powerful
    -Support a variety of archetypes
    -Doesn't make multiclassing to awkward while not being an OP dip.
    -Fly under the "That **** is OP" radar of readers while still making them enthousiast about playing the class.

    More on that in the balance notes.


    The name : I came across the "Loremasters of Hoeth" from Warhammer Fantasy, didn't dig too deep into it. Just thought "Oh cool dude in a funny dress, wielding a sword and casting a spell". And basically went from this observation and the name alone.

    This was intentionnal, I'm not trying to emulate this archetype from Warhammer Fantasy. The aim is to make a base class that is well integrated in D&D 5e fantasy and that support a variety of archetype.

    For comparison, the Bladesinger subclass has to specific of a flavor for what i'm trying to achieve. As a subclass it makes sense, as a base class not so much, at least with my design intentions.

    I also became very recently aware (like 30 minutes ago) that the Loremaster was a prestige class for 3.5, I might change the name of the class.

    Or I may not, because funnily enough I didn't land too far from what both the Loremaster of Hoeth et the 3.5 Loremaster do. At least it's what I get from some more superficial research.

    What I instead reviewed again extensively, were the bases classes for 5e, all the Wizard, Paladin and Fighter subclasses, and a lot of spells from each school of magic.

    TL;DR : Saw a Loremaster of Hoeth 8th ed fig, thought "Cool dude, cool name, what would be his base class in 5e ?".



    On that clumsy technical prose : I tried to make the RAW as close as possible to the RAI, and lost something important on the way. To do so, and to put the project on wheels, I copied and modified features from other classes, as often as I could . All of this with a strong concern over ruling applications.

    The result is that most often there isn't too much more ruling blur than in official D&D material, or at least I gave my best effort at it. The other coincidental result is that most features are a ****ing pain to read and lack any of the elegance present in official material.

    Still I have now a strong basis to work from. And something to share and discuss, at the very least from a balance perspective.

    Also, as I finished writing the 15th and 20th level features (which was most of the work), I reviewed more and more subclass abilities from official materials. And I realised that they were less shy about being rule bending and less overly concerned about sticking to existing technical writing than I originally thought.

    I need to rewrite most features with clarity and simplicty in mind, and to censore myself less when trying to come up with cool abilities, even rule bending ones. I hope the latter point already shows in some late subclass features.

    TL;DR: I tried to make it look "real" but it's still very much a work in progress.


    Class identity : The Loremaster borrows its class identity from the Wizard first and foremost, and from the Battlemaster second (As many have said, the Battlemaster mechanics deserve to be more than something mainly restrained to as subclass).

    In its current form, the class as a whole doesn't do much justice its Battlemaster roots. But I tried my best to keep the Wizard flavor without stepping too much on the original class toes.

    With all that being said, as much as I love the D&D Wizard fantasy, I want all the people that want to play cool dudes wielding swords and spells to be able to use this class. Without the class flavor interfering too much with the fantasy the player tries to achieve. I'm a people pleaser and I hope it shows in my approach to writing the Evocation subclass.

    TL;DR: New Base Classes are hard to justify and to make. This is still a work in progress.


    What I intend do next:
    -Fine tune the balance
    -Rewrite most of the base class abilities and a few subclasses abilities.
    -Implement more original mechanics in the base class. With more ribbons and with the power packed in fewer features.
    -Try to reduce the number of ressources to track
    -Rewrite the technical prose to be simpler and clearer
    -Add/modify the flavor text of all features (You know, that very short phrase at the begining of a feature description that doesn't say much about the mechanics). For now it's a just a copy paste of features from other class.
    -Add a class description and all that BS. But to me, the flavor of the class should be able to stand on feature names and short descriptions, without the class full description. With that being said, I'm still very far from that point.

    In other words : I need to make it cooler with each iterations

    TL;DR: I pretty much have to rewrite the whole thing. But it will be way more comfortable now that I have a complete framework.
    Last edited by CinnaDomenici; 2023-01-22 at 08:09 PM.

  4. - Top - End - #4
    Pixie in the Playground
     
    Kobold

    Join Date
    Mar 2021

    Default Re: The Loremaster (Base Class) - Bridging the gap between EK and BS, with a twist !

    On balance :


    Multiclassing :

    -I tried to open the class to multiclassing as much as possible while giving the player good reasons to stay in the class.

    -I kinda failed on the latter : Retrospectively I realise that you don't gain much between lvl 8 and lvl 15. More on that later in the post

    -I'm still pretty happy about the openness to multiclassing.
    Pretty much like Paladin can mix with Fighter/Barbarian/Rogue or CHA Casters decently well ; so can the Loremaster with the same martials and INT casters. Note that the Paladin Str requirement can be a pain for Rogues. Also note that 5 to 9 levels of Loremaster brings juicier things to middling INT characters than Paladin to middling CHA characters.


    Power Level :

    As I said earlier, this was built from a paladin skeleton and balanced against it.
    Compared to a paladin, you mainly trade auras for a better spell list, slightly more high level spell slots (thanks to the 7th level feature), and some really nice out of combat utility.
    In terms of raw damage, the extra attack feature ala Bladesinger probably make up well for the loss of improved divine smite and some paladin subclass features that may improve your damage.

    Don't get me wrong, the Paladin auras are a pretty big deal. Paladin>Loremaster. But basically you trade some big defensive utility that helps your team in combat for some big utility that helps your team outside of combat. And you end up with what is functionnaly an expert class with a power level that fits decently well among other classes.


    Features review level by level and what to change in further development:


    d8 hit dice : This was originally a d10 and could go back to that as I change different class features. It's a balancing dial, but it's first and foremost a flavor thing. Is it a d8 like an artificer, or a d10 like a ranger ? That instinctively tell something to the reader.
    I don't care that much about something what amount to +15% hit points at lvl 20. I'd preffer it to be a d10 to tell "Yeah, it's a real fighter", but if a d8 is better received in terms of perceived balance, I'm fine with it "Yeah, it's a legit expert".


    Spells at level 2 with cantrips (+formulas) at level 1: In terms of flavor I actually really like this. It tells that cantrips are a pretty big deal to this guy. And it makes sense that Loremasters have a spellbook from lvl 1, even though they can't cast leveled spell yet.

    Loremasters are about spell study and mastery as much as Wizards are, they just lack the raw magical power.

    From a coherence standpoint with existing D&D mechanics that doesn't pose a problem since leveled casting and cantrips are completely disconnected.

    From a balance standpoint with Paladin at level 1 this is perfect : Divine Sense+5HP Lay on hand seem like a fair trade for 3 cantrips that can be swapped.

    BUT :

    This makes the spellcasting/spellbook feature hella confusing to read. I believe that with some flavor text and some clever formatting this could be fixed.

    Another quick fix would be to have an artificer spellcasting progression. But i'm not too huge on the level one dip opportunity that would open for Wizards. And also the loss of the flavor I described earlier.

    Still, if after some rewriting it's still confusing, I may go the Artificer route.


    Knowledge Studies: Here for flavor and to throw you a bone until you wait for your divine smite analogue (since maneuvers are tied to your subclass). Knowledge Studies is also tied to a later feature. I'm pretty happy about this overall.


    Polyvalent Ritual Caster: Is what helps making you a great utility character. And I like the parallel with the Wizard : you lack the raw power (higher level spells), but you have access to a wider knowledge (access to other spell lists). I just love Rituals, wish there were more of them in official materials.

    Now, the restriction to take rituals from only one class then a second one at 13th level is pretty silly. Wizard+2 spell lists almost covers all ritual spells. It was to help downplay this feature and Elective Studies (both of which are pretty minor in terms of power level). Again it's all about perceived balance.

    But it's too much of an unnecessary headache for a player trying to plan a build. And this has very minimal balance benefits.

    Unless I tie this to another feature that makes sense, I will go back to "You can add ritual spells from any class".


    Choice of Subclass: I'll have to add some text in the base class that explain the whole manoeuver thing and about schools of magic. As is, a quick scan of the base class doesn't allow the reader to understand what the class is really about.

    Also, as I type this I realise I completely forgot to give the subclasses bonus prepared spell. Our guy that has "great mastery over magic" have less prepared spell than a ranger. It could also be an opportunity to integrate the elective studies feature.


    Subclass Maneuvers: I like the concept, Divine Smite meets Battlemaster maneuvers is a cool idea. I'm happy with the execution to a point. Yes the bonus damage at higher spell slots is almost negligible, but you'll eventually run out of level 1 slots to burn (especially as class that have access to shield), so might as well give you a bonus.

    If going by RAW this mix greatly with GWF fighting style. But Jeremy Crawford has spoken on the RAI regarding using GWF on something other than weapon damage.

    The evocation subclass get access to a smite that is very situationnally better than the paladin smite. Very few creatures resist radiant damage. Very few creatures have vulnerabilities (at least in the official material). Overall Evoking Smite is a worse Divine Smite, but hey, it's way cooler.


    What I'm less happy about, regarding Arcane Maneuvers, is that for now I just converted and attributed existing Battlemaster maneuvers to each school of magic. The flavor is a bit hit or miss.

    I need to at least rewrite the names, and ideally to rewrite the mechanics to bring something fresher and better suited to each school of magic.



    level 3 subclass ribbon : I'm pretty happy with those. Some are a bit more than a ribbon. They were intended to be a dial to balance each subclass power level. Didn't end up being much so, but could still be used as such.



    Loremaster Legitimacy : Cool ribbon, i'm happy with it. Reinforce the idea that, in universe, the Loremaster is just another kind of Wizard.

    I placed it there because it fitted the column better but might move it to 2nd level or anywhere a bone needs to be thrown.



    Extra attack ala Bladesinger : This being present in Tasha's Bladesinger was a big deal to me. What do people want when they pick a gish ? To swing their sword and to cast a flashy spell, ideally without feeling punished for doing so. No bonus action, no concentration, no ressource consumption, no BS.

    And it's an easy buff to the damage of a martial character. Perfect for a base class that can then be balanced with that extra damage taken into consideration.


    Applied research :I'm happy with the flavor. But the mechanical implication could be whatever. It used to be a bonus to damage ala Favored Foe. I like that it now does something analogous to the Lore Bard Cutting Words while doing precisely what Cutting Words can't do.

    If need be, it could be adjusted to whatever, even something very ribbon as a balance dial.

    I know some people aren't huge on features that only work against a certain type of enemy. Still it's quite easy to get poficiencies in the two knowledge skill the Loremaster class didn't already gave to the character, and it let the player feel like they accomplished something by making certain choice in their build.

    Mechanically it's no big deal at all but in terms of feeling, it empowers the players to turn a feel bad mechanic into a feel good mechanic.


    Also, among many other features, this one needs to be rewritten in terms of prose.


    lvl 7 subclass feature ala divine savant : It may be pretty uninspired but it accomplish exactly what I want :

    Giving you substancially more spell ressource than a regular half-caster usually have access to ; and rewarding you for casting a spell from your specialization, but not to the point where other spells aren't worth it (Since this has limited uses per long rest).

    The other obvious reason this has limited uses per long rest is that giving an equivalent of Divine Savant to a Transmutation specialist would be madness.

    Elective Studies This is a weak piss version of Bard Magical Secrets. It may seem that it's an exact copy of that feature but the implications are pretty different : To a Bard, spell known = spell prepared, this feature doesn't give you more spell prepared.

    This plus the pseudo-restriction on list selection was stay humble while stepping on the Bard turff.

    But the result is that lvl 8 to lvl 14 is a desert of interesting features for the Loremaster. Elective Studies is the point where people start asking "Why didn't I pick Wizard ? It was still time when I was lvl 8 !".

    I intend to implement this in the subclasses without bloating them to much, by tying it to schools of magic and the usual bonus spells half-caster get.


    This will be the space for cool ribbons.


    Expert Copyist: Very, very lame and uninspired ribbon.

    I could move the "casting a cantrip as part of you extra attack" somewhere here, it would actually be a nice parallel to the Fighter getting their third attack at this level and the Paladin getting improved smite.

    Still I have to take multiclassing into account. Loremaster 7/Other Class X as an interesting option would be a design win to me.

    But Loremaster X as an interesting option stays the priority.


    lvl 15 Subclass feature: This one is supposed to put an emphasis on the Battlemaster aspect of the character, while still being tied to a school of magic.

    In terms of power level they vary by subclass. All of them consume no existing ressource and are very nice on the action economy. So some might be a bit OP, some other pretty weak (Poor Illusionist).

    But all of them are cool and fresh.


    I will sure rework some of the prose, and might rework the mechanics of the weaker ones. But overall I'm pretty happy with the effort I gave here.


    lvl 20 Subclass feature: Capstones tied to the subclass is the coolest thing about the Paladin class.

    Paladin's capstones are flashy and so are Loremaster's. They may not be as mechanically powerfull but they are fresh and sometime even a bit gonzo. As I mentioned earlier, is started to loosen and censor myself less at the end of writing the subclasses. I will sure keep the benefits of doing so in mind for further development.


    Again I may rework some of the prose and the technical aspects. But I'm very happy about the work done so far on the capstones.
    Last edited by CinnaDomenici; 2023-01-22 at 08:01 PM.

  5. - Top - End - #5
    Pixie in the Playground
     
    Kobold

    Join Date
    Mar 2021

    Default Re: The Loremaster (Base Class) - Bridging the gap between EK and BS, with a twist !

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