Bishop_
First Post
So as WotC leaved the Loremaster out of the XGtE and I'm fond of the concept, I did my own shot at this Arcane Tradition. What I have done so far:
2nd level feature
Arcane Savant
Your investigations allows you to go deeper in the arcana knowledge than other wizards. Beginning at 2nd level, each time you gain a wizard level, you can add three wizard spells of your choice to your spellbook for free, rather than two as per Wizard's standard rules. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.
6th level feature
Ritual Master
Beginning at 6th level, you can inscribe spells that have the ritual tag from any class’s spell list in your Spellbook. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
10th level feature
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.
14th level feature
Arcane Mastery
At 14th level, you have achieved such mastery over certain Spells that you can maintain concentration of them together with other spells. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your Spellbook and requires Concentration. You can cast either of those Spells at its lowest level and still cast a second spell that requires Concentration. If you fail a Concentration check while concentrating on two spells, you lose both spells. (I'm grateful to [MENTION=12731]CapnZapp[/MENTION] for the original ideal which I copied).
I like to hear/read your opinions, mostly about the 2nd and 14th level features. And most important, given the existence of arcane traditions like Divinination, Bladesinging, Evocation and Abjuration, would you play a Loremaster as presented above?
Thanks in advance!
2nd level feature
Arcane Savant
Your investigations allows you to go deeper in the arcana knowledge than other wizards. Beginning at 2nd level, each time you gain a wizard level, you can add three wizard spells of your choice to your spellbook for free, rather than two as per Wizard's standard rules. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.
6th level feature
Ritual Master
Beginning at 6th level, you can inscribe spells that have the ritual tag from any class’s spell list in your Spellbook. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
10th level feature
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.
14th level feature
Arcane Mastery
At 14th level, you have achieved such mastery over certain Spells that you can maintain concentration of them together with other spells. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your Spellbook and requires Concentration. You can cast either of those Spells at its lowest level and still cast a second spell that requires Concentration. If you fail a Concentration check while concentrating on two spells, you lose both spells. (I'm grateful to [MENTION=12731]CapnZapp[/MENTION] for the original ideal which I copied).
I like to hear/read your opinions, mostly about the 2nd and 14th level features. And most important, given the existence of arcane traditions like Divinination, Bladesinging, Evocation and Abjuration, would you play a Loremaster as presented above?
Thanks in advance!