TheCosmicKid
Hero
I've been working on this subclass to flesh out a culture in my setting (goliath culture, if you want to know). These loremasters are definitely in the vicinity of bards flavorwise, but I felt that the 5E bard just doesn't have the emphasis on memory and intellect that I want. Feedback on all points is welcome, but I have two particular questions I'm especially interested in: (a) does the Chant mechanic seem like a fundamentally viable and fun replacement for the spellbook; and (b) how broken can Ritualistic Practices get and should I swap it with Loregiver as the 14th-level feature?
The following Oral Lore Arcane Tradition option is available to a wizard in addition to those offered in the Player's Handbook. A wizard must choose to take Oral Lore at 1st level rather than 2nd level when most wizards choose their Arcane Tradition.
Oral Lore
To most, wizardry is synonymous with spellbooks, but the study of arcane magic predates the art of writing. Wizards of this, the oldest arcane tradition, hail from ancient and nonliterate cultures, passing down the accumulated knowledge of magic from generation to generation by word of mouth. Rather than availing themselves of paper and ink, they rely solely on their memories, trained to prodigious capacity by sophisticated mnemonic techniques and years of practice. Foolish arcanists of other traditions deride these illiterate wizards as helpless primitives, but the wise know them as loremasters.
Chant
Rather than recording your spells in a spellbook, you memorize them in the form of a song or poem you compose known as your chant. All wizard class features that refer to a spellbook apply to your chant instead. Existing only in your mind, your chant naturally cannot be destroyed, lost, or stolen.
At 1st level, your chant contains the comprehend languages spell and six other 1st-level wizard spells of your choice. Unlike a spellbook, a chant preserves the spells it contains in a specific order, which you choose when you compose it. Each time you prepare your wizard spells, the list of prepared spells must form one continuous section of your chant.
For example, if you're a 1st-level loremaster, your chant might look like this: (1) comprehend languages, (2) identify, (3) detect magic, (4) disguise self, (5) shield, (6) magic missile, (7) sleep. With 16 Intelligence, you can prepare four spells. Your list of prepared spells could be (2) identify, (3) detect magic, (4) disguise self, (5) shield. Or it could be (4) disguise self, (5) shield, (6) magic missile, (7) sleep. Or it could be any other four spells in order from your chant. But it could not be (1) comprehend languages, (3) detect magic, (5) shield, (7) sleep.
Adding a Spell to the Chant. You can learn spells orally from other wizards who are willing to teach you, or you can find them written down during your travels. If you cast comprehend languages on written text, including a spell, the text is magically recited to you in an echo of the writer's voice, allowing you to understand it even if you cannot read. You can add a spell to your chant if it is a spell level you can prepare and if you spend the time to compose a new verse of the chant that contains it. The process takes 4 hours for each level of the spell, but unlike transcribing to a spellbook, does not cost gp. You can insert the new spell into the order of your chant at the point of your choice, at the beginning, the end, or between any two other spells.
Recomposing the Chant. You can modify the order of the chant through techniques similar to those for adding to it. If you spend 2 hours composing per spell level, you can duplicate a spell that is already in your chant at a new position. This does not immediately remove the spell from its previous position; you must spend another 2 hours per spell level to do that. Some loremasters leave copies of particularly useful spells at multiple points in their chant as "refrains," while others prefer to keep their chants pithy. There is reason to be cautious about duplication: if you prepare a section of your chant that contains the same spell more than once, the extra copies provide no additional benefit but still count against your number of prepared spells.
Eidetic Memory
By 2nd level, you have completed your training in traditional memory techniques. This training allows you to recall any information you have heard as accurately as if you had written it down, and renders you immune to effects that would modify your memory. You apply this mnemonic prowess to preserving the lore of your people. Choose one of the following skills in which you are proficient: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled when making checks with that skill.
Echoes of the Chant
Starting at 6th level, you can call to mind an isolated section of your chant, casting any one spell in your chant even if it is not on your list of prepared spells. Once you have used this feature, you can't use it again until you have finished a short or long rest.
Ritualistic Practices
Starting at 10th level, when you cast a spell as a ritual, its casting time increases by 5 minutes rather than 10. You can cast any spell of 3rd level or lower that you have prepared as a ritual, even if it does not have the ritual tag.
At 13th level, you can ritually cast 4th-level spells with this feature. At 17th level, you can ritually cast 5th-level spells.
Loregiver
Starting at 14th level, as you prepare your wizard spells, you can teach your companions simplified versions of spells which they can cast by rote. You can teach a number of friendly characters who are able to understand you equal to your Intelligence modifier (minimum of one). Each character learns one spell of your choice that you prepared, and you can teach different spells to different characters. A character must be at least 5th level to learn a 2nd-level spell, 9th level to learn a 3rd-level spell, 13th level to learn a 4th-level spell, and 17th level to learn a 5th-level spell. The character can cast the spell they learned once without expending a spell slot. They can also cast the spell using any spell slots they might have. The character maintains knowledge of the spell for 24 hours or until you teach them another spell.
The following Oral Lore Arcane Tradition option is available to a wizard in addition to those offered in the Player's Handbook. A wizard must choose to take Oral Lore at 1st level rather than 2nd level when most wizards choose their Arcane Tradition.
Oral Lore
To most, wizardry is synonymous with spellbooks, but the study of arcane magic predates the art of writing. Wizards of this, the oldest arcane tradition, hail from ancient and nonliterate cultures, passing down the accumulated knowledge of magic from generation to generation by word of mouth. Rather than availing themselves of paper and ink, they rely solely on their memories, trained to prodigious capacity by sophisticated mnemonic techniques and years of practice. Foolish arcanists of other traditions deride these illiterate wizards as helpless primitives, but the wise know them as loremasters.
Chant
Rather than recording your spells in a spellbook, you memorize them in the form of a song or poem you compose known as your chant. All wizard class features that refer to a spellbook apply to your chant instead. Existing only in your mind, your chant naturally cannot be destroyed, lost, or stolen.
At 1st level, your chant contains the comprehend languages spell and six other 1st-level wizard spells of your choice. Unlike a spellbook, a chant preserves the spells it contains in a specific order, which you choose when you compose it. Each time you prepare your wizard spells, the list of prepared spells must form one continuous section of your chant.
For example, if you're a 1st-level loremaster, your chant might look like this: (1) comprehend languages, (2) identify, (3) detect magic, (4) disguise self, (5) shield, (6) magic missile, (7) sleep. With 16 Intelligence, you can prepare four spells. Your list of prepared spells could be (2) identify, (3) detect magic, (4) disguise self, (5) shield. Or it could be (4) disguise self, (5) shield, (6) magic missile, (7) sleep. Or it could be any other four spells in order from your chant. But it could not be (1) comprehend languages, (3) detect magic, (5) shield, (7) sleep.
Adding a Spell to the Chant. You can learn spells orally from other wizards who are willing to teach you, or you can find them written down during your travels. If you cast comprehend languages on written text, including a spell, the text is magically recited to you in an echo of the writer's voice, allowing you to understand it even if you cannot read. You can add a spell to your chant if it is a spell level you can prepare and if you spend the time to compose a new verse of the chant that contains it. The process takes 4 hours for each level of the spell, but unlike transcribing to a spellbook, does not cost gp. You can insert the new spell into the order of your chant at the point of your choice, at the beginning, the end, or between any two other spells.
Recomposing the Chant. You can modify the order of the chant through techniques similar to those for adding to it. If you spend 2 hours composing per spell level, you can duplicate a spell that is already in your chant at a new position. This does not immediately remove the spell from its previous position; you must spend another 2 hours per spell level to do that. Some loremasters leave copies of particularly useful spells at multiple points in their chant as "refrains," while others prefer to keep their chants pithy. There is reason to be cautious about duplication: if you prepare a section of your chant that contains the same spell more than once, the extra copies provide no additional benefit but still count against your number of prepared spells.
Eidetic Memory
By 2nd level, you have completed your training in traditional memory techniques. This training allows you to recall any information you have heard as accurately as if you had written it down, and renders you immune to effects that would modify your memory. You apply this mnemonic prowess to preserving the lore of your people. Choose one of the following skills in which you are proficient: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled when making checks with that skill.
Echoes of the Chant
Starting at 6th level, you can call to mind an isolated section of your chant, casting any one spell in your chant even if it is not on your list of prepared spells. Once you have used this feature, you can't use it again until you have finished a short or long rest.
Ritualistic Practices
Starting at 10th level, when you cast a spell as a ritual, its casting time increases by 5 minutes rather than 10. You can cast any spell of 3rd level or lower that you have prepared as a ritual, even if it does not have the ritual tag.
At 13th level, you can ritually cast 4th-level spells with this feature. At 17th level, you can ritually cast 5th-level spells.
Loregiver
Starting at 14th level, as you prepare your wizard spells, you can teach your companions simplified versions of spells which they can cast by rote. You can teach a number of friendly characters who are able to understand you equal to your Intelligence modifier (minimum of one). Each character learns one spell of your choice that you prepared, and you can teach different spells to different characters. A character must be at least 5th level to learn a 2nd-level spell, 9th level to learn a 3rd-level spell, 13th level to learn a 4th-level spell, and 17th level to learn a 5th-level spell. The character can cast the spell they learned once without expending a spell slot. They can also cast the spell using any spell slots they might have. The character maintains knowledge of the spell for 24 hours or until you teach them another spell.