Lore Master Class
Hey all so it's time for February's Class Preview! This is our series of blogs where we discuss our Classes and their design intentions. With each blog the Class' updated Playbook is going to be released so the Lore Master, a new Class seeking to provide an arcane half-caster, has received updates!
Lore Master
Lore Masters are those who have spent their time in formal education studying the martial tenets of a Warrior but also spellcasting like an Arcanist. This is the first half caster we have previewed but a number of aspects you see in this Class, can also be found in our other half-casters the Oathsworn, the Realmwalker, and the Slayer. For those unaware, a half caster is a term used to describe Classes which equally focus on martial and spellcasting techniques, though because of this will progress through learning and empowering their spells at half the rate of a full caster like the Arcanist or Eternalist. In D&D 5e there is no arcane half-caster Class as such this Class stands on its own.
Core Aspects: This Class has a d10 Hit Die, with Training in Simple and Martial Weapons, Light and Medium Armour, and Shields. You also gain Training in an Artisan's Tool of your choice and Learn four Skills from Acrobatics, Athletics, Cosmology, Empathy, Focus, General Knowledge, Investigation, Linguistics, Magical Lore, Medicine, Nature, and Technology.
Unique Aspects: All Classes gain a unique Inspired action and Mark of Fate effect. For the Lore Masters this allows you to spend a Mark of Fate to increase a Skill Roll by your Tactical Manoeuvre Die. While your Inspired action, lets you perform any Tactical Manoeuvre action even one you do not know, without expending a use of the Tactical Manoeuvre die.
Trait of Power
At Level 1 you define the nature of your Character, this is common for all the half casters letting you choose a Trait you gain your abilities from, including what Trait you use for Weapon and Unarmed Strike Attack and Damage Rolls. For the Lore Master they may choose either Knowledge or Determination. Lore Masters may also use their Trait of Power for their Initiative Rolls.
Academic Philosophy
With this Feature you gain a number of Cantrips, Tactical Manoeuvre Die, and Learn a number of Tactical Manoeuvres. You get to choose with this Feature either Balanced Focus, Martial Focus, or Spell School Focus. Balanced Focus grants some additional Cantrips and Tactical Manoeuvres, Martial Focus grants additional Tactical Manoeuvres and effects to use your Manoeuvre Die, and Spell School Focus grants you additional spells and Spell School Specialisation like the Arcanist Class.
Signature Foci
This Feature works like it was described in the Arcanist Class, you get one Signature Foci you choose alongside Magic Weapons.
Arcane Focus
Now at 2nd Level, this Feature has mirrors with each of the half casters, letting you pick one of three Features to gain, for Lore Master this is Arcane Weapon, Spellcasting, or Tactical Mastery. The option chosen will find itself being upgraded as the Class progresses, with each one focused around a key playstyle of the Class. A Character can gain a second option through specific Subclass choices, if the Half Caster gains a Subclass at Level 1, then they will just gain a second option, whereas if the Class gains a Subclass at Level 3 like Lore Master does then if you choose the appropriate subclass you will either gain a second option, or if the option matched your choice then it becomes empowered for focusing on that Playstyle.
Arcane Weapon, grants you a Weapon similar to the Pact Bounds Pact of the Blade. Tactical Mastery grants you the ability when you use a Tactical Manoeuvre to inspire an ally, increases the number of affected targets, or empower you Damage Rolls. Spellcasting grants you the ability to cast Spells of 1st-Circle and above. You also gain the Dual Cast and Spell Shield abilities.
Dual Cast
You may when expending a Spell Slot to cast a spell whose Spell Circle is equal to or less than half your Skill Bonus, expend a Manoeuvre Die to reduce the Casting Time of a spell that costs AP by 1AP (to a minimum of 1AP).
Spell Shield
While Concentrating on a spell, you channel some of that arcane power to surround you, you gain a +2 Shield Bonus to your HT.
Trained Fighter
This Feature grants you one Fighting Style Feat, Weapon Focus Properties of one Weapon Group, and a reaction that lets you or an ally strike a Target Marked by you whenever they perform an action.
Lore Master Academies
At Level 3 you pick an Academy, as your choose a refined aspect of study to focus upon. This Feature unlocks further Tiers at levels 6, 10, and 14. As covered in the Arcanist Class preview, one difference to note from level 6 onwards is you can choose to either progress through a subclass's 4 tiers or to pick up the first tier of a different subclass.
Feats
This Feature is first gained at level 4 with further unlocks at levels 8, 10, 12, 16, and 19. Importantly each time you would gain this Feature you can increase one Trait's value by 1 AND gain a Feat.
Lore Master' Aegis
This Feature at Level 5 lets Teleport whenever you use the Attack action, and when you use your Marked Reprisal reaction you can bestow a small benefit to your and your allies.
Multiattack
This Feature lets you attack twice when using the Attack action, you can replace one attack with a Cantrip.
Multiattack
This Feature lets you spend an Activity to replace one Cantrip, one Spell, and one Manoeuvre.
Acceleration
From 7th level, this allows you to reduce the Casting Time of your spells.
Strengthened Focus
This Feature improves your Arcane Focus, your Arcane Weapon enhances spells cast through it as well as letting you buff its potential damage, for Spellcasting you gain the Ritual Caster Tag and the ability to expend Spell Slots to generate Manoeuvre Die, Tactical Mastery lets you more freely use your reaction Manoeuvres.
At Higher Levels
From here on many Features grant you aura like effects, further ability to cast multiple spells in a turn with easy, and increased mobility.
Lore Master Academies
There are a number of Academies that a Lore Master can gain access to.
Academy of the Blademaster
This Academy focuses on your own martial capability rather than focusing on supporting others. Many of their Manoeuvres are different Stances and the ability to deflect your opponents attacks and spells with your blade.
Academy of the Loreweaver
This Academy focuses on recording the history and tales of the lands they travel through in dance. Many of their Manoeuvres are different dances that support their nearby allies especially with their speed.
Academy of the Magus
This Academy focuses on perfecting their spellcraft over martial ability. This Academy grants you the Spellcasting Feature and lets you modify and alter the nature of your spells much like an Arcanist. This Academy does have any unique Manoeuvres.
Academy of the Sage
This Academy focuses on academic study and research. This Academy focuses a lot on Skill usage and modifying Manoeuvres. This Academy does have any unique Manoeuvres.
Academy of the Spellsword
This Academy focuses on blending your spellcasting with your martial power. This Academy grants you the Arcane Weapon Feature and lets you focus on speed of strikes and luck. Many of their Manoeuvres grant supporting effects like that of the Bard.
Academy of the Warlord
This Academy focuses on Tactical Mastery granting said Feature. This Academy enhances your Manoeuvres and support abilities. Many of their Manoeuvres grant leadership and group support abilities.
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So that is the Lore Master I hope people find this Class interesting and feel free to ask questions or give feedback! The draft document has been updated to reflect the above. Hopefully it gives you a sign of where we are taking this game!
Files
Get 20-Sided Adventures Core Rules Draft Document
20-Sided Adventures Core Rules Draft Document
Status | In development |
Category | Physical game |
Author | KCMedia |
Tags | Tabletop role-playing game |
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