Lore Mastery, Variant (5e Subclass)
From D&D Wiki
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skills if you are proficient in that skill. In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, you can use your Intelligence modifier in place of your Dexterity modifier.
At 6th level, you learn to augment spells in a variety of ways. When you cast a spell of 2nd level or higher you can expand a spell slot of one level lower to create one of the following effects:
- Delay Magic: You cast the spell as normal, however, the effects don't manifest as long as you maintain concentration on the spell. You can concentrate on this spell for up to an hour and as a bonus action, trigger the spell with the specifications you gave when you initially cast the spell. While the spell is delayed is sits in the area you cast it from as a ball of energy. The spell activates if any comes into contact with it. If you targeted an area with the fireball spell a minute ago, you cannot now target a different area with the same spell.
- Distance Magic: When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. In addition, when you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
- Extend Magic: The duration of the spell doubles, to a maximum duration of 24 hours.
- Maximize Magic: You deal the maximum amount of damage for that spell, instead of rolling.
- Over Magic: You can cast the spell at a level higher than what you are normally able to use, to a maximum of 9th level.
- Penetrate Magic: You can ignore a target's damage resistance, treat damage immunity as resistance, force a creature that would otherwise be immune to a condition to make a saving throw with advantage, or strike a creature through a creation of magical force.
- Potent Magic: You can raise the spell’s potency, increasing the spell’s save DC by 2.
- Quickened Magic: When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
- Subtle Magic: You can cast the spell without any somatic or verbal components. In addition, any spell of a level lower than expanded spell slot that you cast within the next minute has the same benefit.
- Twin Magic: When you cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell.
- Widen Magic: You can double the area of a spell's effect. It increases the range or area of effect over what the spell would normally possess.
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.
Master of Magic
At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. You can’t use this feature again until you finish a long rest.