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Loremaster Wizard's Arcane Tradition
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<blockquote data-quote="Leatherhead" data-source="post: 7280565" data-attributes="member: 53176"><p>I do not like this take on the subclass, I feel like it misses a key draw of the subclass. For starters, you forgot the Lore Master ability of the Loremaster. Which is the heart of it's being.</p><p></p><p>Expertise in any knowledge skills you already know is basically a ribbon. It's not going to directly kill any monster, or save you from death unless you jump through additional hoops after the fact. However, the point of the subclass is to create a character that is smarter than the person who is playing it. This is accomplished by using lore checks, this gives the player the necessary feedback to find a solution to the problem at hand. For instance: The Players are fighting a creature that is quickly healing it's wounds, what do you do? The Loremaster would make a skill check, figure out the creature is a Troll, then throw some fire on it. Additionally, having expertise in the skill allows the Loremaster to be an actual Lore Master, instead of waiting for a Bard or a Rogue to do all the heavy thinking.</p><p></p><p>How I would change it: I would reinstate the skill check bonus. Then maybe add on the ability to do such checks as a bonus action. You can get rid of that bonus to initiative, the War Wizard stole it anyway.</p><p></p><p>Now, the Arcane Savant ability that you have proposed is also a ribbon. It's basically a variation on Evocation Savant. Yes, in some extremely magic starved games it would be a boon, but in magic rich worlds it will be only worth the gold you save on it. As a rule of thumb, if your wizards can learn more than 2 spells per level (which is automatically true in any game that has two wizard PC's), then you are just saving gold.</p><p></p><p>This means you need a meaty level two ability to carry whichever ribbon you go with. You could go with a heavily nerfed Spell Secrets, but all the Sorcerer lovers are going to froth at the mouth for you stepping on their toes (despite having one heal digging into the Cleric's foot <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />).</p><p></p><p>On to Ritual Master. I will commend you for latching on to the idea of lore wizards working with their spellbooks and running with it. I am assuming that you mean they can cast the ritual spells only as rituals. Otherwise this is an expanded spells list and another roundabout way to save gold. If what I am assuming is true: This is great for Warlocks, not that hot for Wizards, who already have one of the best, if not the best, ritual lists around. Not that there aren't some choice off-class picks, Augury comes to mind. Another ribbonish ability. This rendition of the lore wizard really needs some combat potency right now. </p><p></p><p>The lazy fix, as I touched on before, is take Spell Secrets, put the elemental damage at level 2, the modify the save feature at level 6, nerf them both to x/rest, and make it so the saving throw change only lasts for a turn or two. But this is the lazy change, and will likely make many people very mad. Don't consider Alchemical Casting, there is nothing worth saving there.</p><p></p><p>Prodigious Memory is Prodigious Memory. I'm quite fond of it. Because it enables the character to be smarter than the player (whoops, I memorized the wrong spell, lets fix that), it makes the wizard mess with their book in the middle of combat (quite risky), and because the mental image of doing so is entertaining. Other people consider the entire concept a non-starter.</p><p></p><p>As for what I consider to be a non-starter: Arcane Mastery. Bypassing the concentration limit is a big no-no for me.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7280565, member: 53176"] I do not like this take on the subclass, I feel like it misses a key draw of the subclass. For starters, you forgot the Lore Master ability of the Loremaster. Which is the heart of it's being. Expertise in any knowledge skills you already know is basically a ribbon. It's not going to directly kill any monster, or save you from death unless you jump through additional hoops after the fact. However, the point of the subclass is to create a character that is smarter than the person who is playing it. This is accomplished by using lore checks, this gives the player the necessary feedback to find a solution to the problem at hand. For instance: The Players are fighting a creature that is quickly healing it's wounds, what do you do? The Loremaster would make a skill check, figure out the creature is a Troll, then throw some fire on it. Additionally, having expertise in the skill allows the Loremaster to be an actual Lore Master, instead of waiting for a Bard or a Rogue to do all the heavy thinking. How I would change it: I would reinstate the skill check bonus. Then maybe add on the ability to do such checks as a bonus action. You can get rid of that bonus to initiative, the War Wizard stole it anyway. Now, the Arcane Savant ability that you have proposed is also a ribbon. It's basically a variation on Evocation Savant. Yes, in some extremely magic starved games it would be a boon, but in magic rich worlds it will be only worth the gold you save on it. As a rule of thumb, if your wizards can learn more than 2 spells per level (which is automatically true in any game that has two wizard PC's), then you are just saving gold. This means you need a meaty level two ability to carry whichever ribbon you go with. You could go with a heavily nerfed Spell Secrets, but all the Sorcerer lovers are going to froth at the mouth for you stepping on their toes (despite having one heal digging into the Cleric's foot :p). On to Ritual Master. I will commend you for latching on to the idea of lore wizards working with their spellbooks and running with it. I am assuming that you mean they can cast the ritual spells only as rituals. Otherwise this is an expanded spells list and another roundabout way to save gold. If what I am assuming is true: This is great for Warlocks, not that hot for Wizards, who already have one of the best, if not the best, ritual lists around. Not that there aren't some choice off-class picks, Augury comes to mind. Another ribbonish ability. This rendition of the lore wizard really needs some combat potency right now. The lazy fix, as I touched on before, is take Spell Secrets, put the elemental damage at level 2, the modify the save feature at level 6, nerf them both to x/rest, and make it so the saving throw change only lasts for a turn or two. But this is the lazy change, and will likely make many people very mad. Don't consider Alchemical Casting, there is nothing worth saving there. Prodigious Memory is Prodigious Memory. I'm quite fond of it. Because it enables the character to be smarter than the player (whoops, I memorized the wrong spell, lets fix that), it makes the wizard mess with their book in the middle of combat (quite risky), and because the mental image of doing so is entertaining. Other people consider the entire concept a non-starter. As for what I consider to be a non-starter: Arcane Mastery. Bypassing the concentration limit is a big no-no for me. [/QUOTE]
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