| Level | Features | Cantrips Prepared | Tactical Manoeuvres Known | Tactical Manoeuvres Die |
|---|---|---|---|---|
| 1st: Initiate of the 1st Sword | Trait of Power, Academic Philosophy, Lore Master’s Background, Signature Foci | 1 | 1 | 3d4 |
| 2nd: Blade of Cups | Arcane Focus, Trained Fighter | 1 | 2 | 4d6 |
| 3rd: Commander of the 1st Truth | Lore Master’s Academies | 1 | 2 | 4d6 |
| 4th: Master of the 1st Sword | Feat | 1 | 2 | 4d6 |
| 5th: Initiate of the 2nd Sword | Lore Master’s Aegis, Multiattack, Rested Recollections | 1 | 3 | 4d8 |
| 6th: Commander of the 2nd Truth | Expanded Academia | 1 | 3 | 4d8 |
| 7th: Blade of the Pentacles | Acceleration, Strengthened Focus | 1 | 3 | 5d8 |
| 8th: Master of the 2nd Sword | Feat | 1 | 4 | 5d8 |
| 9th: Initiate of the 3rd Sword | Experimental Style, Power Manifested | 1 | 4 | 5d8 |
| 10th: Commander of the 3rd Truth | Expanded Academia | 2 | 4 | 5d8 |
| 11th: Blade of Wands | Experimental Cantrips, Will Breaker | 2 | 5 | 5d10 |
| 12th: Master of the 3rd Sword | Feat | 2 | 5 | 5d10 |
| 13th: Initiate of the 4th Sword | Combat Foci, Magnified Focus | 2 | 5 | 5d10 |
| 14th: Commander of the Final Truth | Expanded Academia | 2 | 6 | 6d10 |
| 15th: Master of the 4th Sword | Spellweaver, Tactical Awareness | 2 | 6 | 6d10 |
| 16th: Blade of Swords | Feat | 2 | 6 | 6d10 |
| 17th: Blade of the Tower’s Crown | Enchanted Manoeuvres, Expert Ritualist | 2 | 7 | 6d12 |
| 18th: Blade of Command | Martial Mastery | 3 | 7 | 6d12 |
| 19th: Blade of Truth | Feat | 3 | 7 | 6d12 |
| 20th: Blade of Arcana | Champion of the Arcane | 3 | 8 | 8d12 |
As a Lore Master, you gain the following Class Features.
Hit Dice: 1d10 per Lore Master Level
Hit Points at 1st Character Level: 10 + your Endurance
Hit Points at Higher Levels: 1d10 (or 6) + your Endurance per Lore Master Level
Armour: Light Armour, Medium Armour, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one Artisan's Tool
Skills: Choose four from Acrobatics, Athletics, Cosmology, Empathy, Focus, General Knowledge, Investigation, Linguistics, Magical Lore, Medicine, Nature, and Technology
Upon gaining your first Level in this Class, you start with the following equipment, in addition to your starting equipment:
Any Marital Weapon, with 2 Units of Ammunition if you choose a Ranged Weapon
Any Martial Weapon and Shield or two Simple Weapons
A complete set of Scale Mail or Leather Armour
Class Tags: Lore Master, Martial, Spellcaster, Cosmic Magic, Fighter, Mage
Mark of Fate: Fateful Manoeuvre. You find a way to bring your knowledge of battle into the wider world. When making a Trait Test, you can use the Mark of Fate to allow you to roll your Tactical Manoeuvre Die and add the result to your Trait Test. This does not expend any uses of your Tactical Manoeuvre Die.
Inspired Action:
1st Lvl Lore Master Feature
Some Lore Masters gain power from their knowledge and studies, whilst others draw their power from within, channelling their will and determination. When you gain this Feature, choose either Knowledge or Determination. The chosen Trait will be used for a number of your Class Features that will refer to this Feature.
You may use your Trait of Power instead of Physique for Attack and Damage Rolls of your Weapon Attacks and Unarmed Strikes.
You also may use your Trait of Power instead of the normal Trait for Initative Tests.
1st Lvl Lore Master Feature
You have chosen to proceed down a specific style of combat. You may choose one of the following Academic Philosophies to gain the benefits of: Balanced Focus, Martial Focus, or Spell School Focus.
Should any Philosophy or later Class Feature bestow a spell, the spell must be from the Cosmic Spell List and uses your Trait of Power as the Spellcasting Trait. See the Magic Chapter of the Core Rules for the general rules of spellcasting and the Cosmic Spell List.
You Prepare Cantrips as you would any other spell. At 1st Level you can Prepare 1 Cantrip during your Long Rest.
As you increase your Level in this Class, you will increase the number of Cantrips you can Prepare as shown in the "Cantrips Prepared" column of the Lore Master Class Table.
Spell List: Cosmic
Spellcasting Trait: Your Trait of Power
Spell TG: 8 + your SB + your Spellcasting Trait
Spell Attack Modifier: Your SB + your Spellcasting Trait
Spellcasting Focus: Arcane Focus
Should a Philosophy bestow Tactical Manoeuvres they follow the following rules. You know one Tactical Manoeuvre, the number of Manoeuvres you know will increase as you Level as shown in the "Tactical Manoeuvres Known" column of the Lore Master Table.
Whenever you gain a Level with this Class, you can replace one Tactical Manoeuvre you have Learnt with another.
Some Tactical Manoeuvres will refer to a Tactical Manoeuvre Die, you start with three d4s, however the number of dice and their size will increase as you Level as shown in the "Tactical Manoeuvre Die" column of the Lore Master Table. You replenish all expended Tactical Manoeuvre Dice upon completing a Short or Long Rest.
If the Manoeuvre requires a Trait Test TG, it equals 8 + your SB + your Trait of Power.
If a Tactical Manoeuvre has a Prerequisite, it cannot be chosen as a known Manoeuvre unless you meet all the conditions listed.
You have tried to maintain a balance between your arcane and martial studies. You gain the following benefits:
In addition, when you affect a Target with a spell, the next Attack Roll made as part of a Weapon Attack or Unarmed Strike against that Target is made with Advantage.
Likewise, when you hit a Target with a Weapon Attack or Unarmed Strike, the next Attack Roll made as part of a spell Attack against that Target is made with Advantage.
This benefit lasts until the end of your next Turn after the Spell Attack, Weapon Attack, or Unarmed Strike was made.
You have studied numerous treaties on how to manipulate and manoeuvre forces on the battlefield. You gain the following benefits:
In addition, when you fail a Trait Test outside of an Active Time Encounter, you can expend one use of your Manoeuvre Die to add the result of the expended die's roll to the Test's TTV, potentially turning a failure into a success.
You have begun during your studies to favour and specialise in one of the schools of magic. When you gain this Feature, choose one of the following Spell Schools: Abjuration, Conjuration, Dictation, Divination, Evocation, Illusion, Necromancy, Protection, Restoration, or Transmutation. You gain the following benefits based on your chosen School:
Your Walking speed increases by 1m.
If you would make a Trait Test to resist, avoid, or end the effects of a spell of your chosen Spell School, you gain a +1 Specialisation Bonus to the Test.
You Prepare an additional Cantrip and always have Prepared a 1st Circle spell from the chosen Spell School.
You can cast this spell once without expending Spell Slot. Once you have cast the spell this way, you cannot do so again until you have completed a Long Rest.
You can expend a number of Manoeuvre Dice up to half your SB, to cast a spell whose Spell Circle is equal to the number of Dice expended.
Spells cast with this method if they have a Casting Time of AP, reduce their AP by 1AP (to a minimum of 1AP).
In addition, you gain an additional benefit based on the Spell School chosen:
School of Abjuration. You have found an affinity for spells that manipulate magic. Spells you cast are always treated as being one Circle higher for the purposes of Dispelling or Countering.
When you cast an Abjuration School Spell it instead counts as two Circles higher.
School of Conjuration. You have found an affinity for spells focused on teleporting and summoning. When you cast a Conjuration School Spell that allows you to Teleport, you can bring one additional willing entity with you so long as the Target destination has sufficient unoccupied spaces for you and accompanying entity.
If you cast a Conjuration School Spell with the Summoning Spell Tag, whose spell Circle is equal to or lower than your Skill Bonus to summon one or more entities, you can increase the number of entities summoned by one.
School of Dictation. You have found an affinity for spells that manipulate the minds of others. Any Diplomacy, Deception, Intimidation, or Stealth Skill Rolls made against an entity successfully affected by your spells within the last Hour are made with Advantage.
If the spell was a Dictation School Spell, you are treated as a Master in that Skill for the Skill Roll.
School of Divination. You have found an affinity for spells that allow you to percieve and potentially alter fate's threads. When casting a spell of the Divination School where there is a chance the GG will provide an inaccurate answer, reduce the chance of this occurring by 25 percent.
You gain one Mark of Fate when you complete a Long Rest, as the stars reveal some portents of what is to come in your future.
School of Evocation. You have found an affinity for spells that manipulate the energies of creation into more destructive uses. You can add your half your Skill Bonus to the Damage Rolls of Cantripa, if they do not already do so. This increases to your SB for Evocation School Cantrips.
When casting an Evocation School Spell, if on a successful Trait Test the spell would not deal any damage, but they do deal damage on a failed Trait Test. They instead deal half damage on a successful Trait Test.
School of Illusion. You have found an affinity for spells that confound and confuse with conjured images and sounds. If an Illusion School Spell produces an auditory or a visual effect but not both, then you can choose for the spell to now produce both effects. If an Illusion School Spell produces both sensory effects, then you can choose to add smells to the illusion.
If the GG thinks that these additions will make it harder to see through your illusions, the TG for identifying your illusions as such increases by a School Bonus equal to half your Skill Bonus.
School of Necromancy. You have found an affinity for spells that interact with the powers of death and unlife. If you kill an entity using a spell, you can regain HP for an entity summoned or animated through your Necromancy School Spells equal to your SB + the Circle of the spell that caused the kill (Cantrips are treated for this effect as 1st-Circle spells). You can also choose to heal yourself though you heal half the amount of HP.
If the kill was made with a Necromancy School Spell, then you double the Circle of the spell for determining HP recovered.
School of Protection. You have found an affinity for spells that provide barriers and defences. When you cast a Protection School Spell, you gain BP equal to your SB + double the Circle of the spell cast (Cantrips are treated for this effect as 1st-Circle spells), if the spell bestows BP normally, increase the amount the spell bestows by the value above.
School of Restoration. You have found an affinity for spells that heal and restore vigour to the living. When casting a Restoration School spell, you can restore the Target's HP equal to your SB in addition to its normal effect.
If the spell Targets multiple entities they each gain the benefit of this effect.
School of Transmutation. You have found an affinity for spells that bring about change and modifications. If your Transmutation School Spell would alter a set sized space of an object, entity, or area. The spell doubles the size of the space that can be affected at a time.
If you cast a Transmutation School Spell that Targets only you, which has a Duration longer than Instantaneous but shorter than 1 Hour then that spell's Duration is doubled (minimum of 1 Encounter/Scene).
1st Lvl Lore Master Feature
You gain some benefits based on your history. Upon gaining this Feature, you can choose to either gain the Academy Scholar, Formally Educated, Lone Wanderer, or Unit Commander Class Feature.
Your are an alumni of a famed Lore Master Academy. You gain the following benefits:
You Learn two Skills from those listed in the Lore Master Core Aspects, and Master one of the listed Skills you have Learnt.
You and your allies may be able to receive free board and access to the Academy’s facilities, though some areas may require you have greater Reputation with the Organisation to access areas. You require less Reputation to increase your Reputation Level with the Organisation.
You gain the Fighting Style: Arcane Fighter Feat.
In addition, you have a starting Reputation with the Organisation that is your Lore Master Academy, speak with the GG to come up with the Organisation's details as well as what your starting Reputation will be, did you leave on good or bad terms for example.
It costs you 0AP to give commands to Hirelings from your Academy in battle.
You went to one of the finest schools or studied under one of the finest lore masters to learn your art. You gain the following benefits:
You Learn any two Skills of your choice, and Master any one Skill you have Learnt.
You gain Training with two Tools of your choice.
You gain one Fighting Style Feat.
You have learnt valuable skills for travelling along the road. You gain the following benefits:
You gain the Skill Foci, Survival:Tracking, Survival: Navigation, and Survival:Foraging.
You gain Training with a Tool of your choice.
You can perform the Seek action for 1AP.
You can maintain a Marching Pace for twice the amount of time.
You gain one Fighting Style Feat.
You earned your experience fighting as a member of a military or mercenary unit. You gain the following benefits:
You Learn either the Diplomacy, Deception, or Intimidation Skill, and Master one of the listed Skills you have Learnt.
You gain Training with a Tool of your choice.
Whilst you and an allied entity that is not Incapacitated are within each others AoC, you both gain the following benefits:
In addition, you have a starting Reputation with the Organisation that your Unit was a part of, speak with the GG to come up with the Organisation's details as well as what your starting Reputation will be, did you leave on good or bad terms for example.
It costs you 0AP to give commands to Hirelings in battle.
1st Lvl Lore Master Feature
You have a personal preference for one type of arcane foci over others. When you gain this Feature, choose one of the following Foci options: a Crystal, an Orb, a Rod, a Staff, or a Wand. Depending on the option you chose you gain the following benefit as well as the benefit of the Magic Weapon Focus:
A Crystal. The Crystal hovers around an empty hand, drawn into your hand when required to cast a spell. You can perform Somatic Components whilst holding the Crystal in your hand.
When you complete a Long Rest, you can store a Cosmic spell into the crystal whose Circle is equal to or lower than your SB, you are considered to have Prepared the spell as long as the Crystal is on your person.
While holding the Crystal you can cast the stored spell once without expending a Spell Slot, once you have done this you cannot do so again until you have completed a Short or Long Rest.
An Orb. Whilst holding the Orb at the end of each of your Turns, you can select one entity you can see, who is currently under the effect of a spell that can end its effect early on successful Trait Test. Until the end of your next Turn, the chosen Target has Disadvantage on Trait Tests to end your spells and their effects early.
A Rod. Whilst holding onto the Rod, you have a +1 Shield Bonus to your HT. When making melee attacks using the Rod as a Club, they are considered magical attacks. If it has been modified to be considered a Mace, the Item is also considered to have the Silvered Weapon Property as well as well as its attack being magical.
You also gain the Rod’s Shield reaction.
Once you have used this reaction, you cannot do so again until you have completed a Short or Long Rest.
A Staff. When using the Staff as a Quarterstaff to make an Attack Roll, you can use your spell Attack Roll instead of the Weapon’s normal Attack Roll, and no matter which option is chosen these attacks are considered magical and it is considered to have the Light and Silvered Weapon Properties.
You also gain the Force Bolt action.
A Wand. You can perform Somatic Components while holding the Wand in your hand. When you cast a spell whilst holding onto the Wand, you gain a +1 Magic Bonus to Attack Rolls and the TG for your Cosmic spells.
This Magic Bonus is cumulative with any the Wand may have normally.
A Magic Weapon. You can use the Magic Weapon, if you have Soulbonded to it, as an Arcane Focus and cast Touch Range spells through the Weapon. You can also infuse the Weapon with a Cantrip that requires an Attack Roll, reducing the AP cost of casting the Cantrip by 1AP.
The Cantrip becomes stored in the Weapon until you successfully hit with the Weapon as part of a Weapon Attack. The Weapon deals its normal damage, though you can choose to replace its Damage Type with that dealt by the Cantrip.
The Cantrip will simultaneously hit the Target, resolving as if you had made a successful Attack Roll during its casting.
A Weapon can only be infused with one Cantrip at a time, if you infuse it with a second Cantrip the first is lost.
If you are able to hold both chosen Foci, one in each hand, then you can gain the benefits of both, though you cannot gain the benefits of two of the same Foci being on your person or held at the same time.
You can also choose to consider the two Foci as a Weapon Group. A Weapon Group means it only counts as one Use Item interaction to draw or sheath both items at once.
2nd Lvl Lore Master Feature
You can channel the power of the arcane into specific pursuits. You can choose to either gain the Arcane Weapon, Spellcasting, or Tactical Mastery Class Feature.
Your training has focused on the summoning and use of an arcane weapon to make up for any shortfalls in your own arcane abilities. You gain the Summon Arcane Weapon action.
You can transform one Magic Weapon into your arcane weapon by performing a special ritual while you hold the weapon, allowing your magic to meld with the weapon. You perform the ritual over the course of a Short or Long Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you call your Arcane weapon thereafter. You can’t affect an unwilling Sentient Weapon in this way.
The Weapon ceases being your Arcane Weapon if you Die, if you perform the ritual on a different Weapon, if another Soulbonds to the Weapon, or if you use a ritual to break your bond to it. The Weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Your Arcane Weapon has the following special abilities:
Arcane Foci. This Weapon is a Spellcasting Focus for you, and is a Magic Weapon with a Magic Bonus to Attack and Damage Rolls equal to half your SB.
Innate Weapon Focus. You always have access to your Arcane Weapon’s Weapon Focus Property, even if it is not in a Weapon Form that is your Active Weapon Focus.
Spell Infusion You can Infuse spells of a Circle equal to or less than your SB into your Arcane Weapon, like you would Cantrips per the Magic Weapon Focus option of the Signature Foci Feature.
Spell Resonant Blade. Whenever you cast a spell that deals damage, until the end of your next Turn the Arcane Weapon may replace its Damage Type with that of the spell’s.
Tactical Blade. When making a Damage Roll with this weapon you can expend a Manoeuvre Die to deal additional Cosmic damage equal to a roll of the expended die.
When you do this, you may choose to replace the Damage Type of the Weapon with Cosmic damage.
As a student of Cosmic magic, you channel your knowledge and will from your studies and well-practised methodology into reality and action upon the Realms. The Spellcasting Table below shows the number of Spell Slots you have at each Level of this Class and the section below shows the variations on the normal spellcasting rules that apply to you.
For all other information for spellcasting with this Class, see the Academic Philosophy Feature.
The number of spells you can Prepare equals Spellcasting Trait + half your Lore Master Level (minimum of 1).
You Learn the Cosmic Strike Cantrip. When using this Cantrip, the Critical Hit Scope for its Attack Roll increases by 1.
When you cast the Cosmic Strike Cantrip, you can choose the Cosmic Damage Type as a Damage Type option.
If you have already Learnt the Cosmic Strike Cantrip you may choose an additional Cantrip from any Spell List to Learn.
You may when expending a Spell Slot to cast a spell whose Spell Circle is equal to or less than half your SB, expend a Manoeuvre Die to reduce the Casting Time of a spell that costs AP by 1AP (to a minimum of 1AP).
Whilst Concentrating on a spell, you channel some of that arcane power to surround you, you gain a +2 Shield Bonus to your HT.
| Spell | Slots | per | Spell | Circle | ||
|---|---|---|---|---|---|---|
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th |
| 2nd | 2 | - | - | - | - | - |
| 3rd | 3 | - | - | - | - | - |
| 4th | 3 | - | - | - | - | - |
| 5th | 4 | 2 | - | - | - | - |
| 6th | 4 | 2 | - | - | - | - |
| 7th | 4 | 3 | - | - | - | - |
| 8th | 4 | 3 | - | - | - | - |
| 9th | 4 | 3 | 2 | - | - | - |
| 10th | 4 | 3 | 2 | - | - | - |
| 11th | 4 | 3 | 3 | - | - | - |
| 12th | 4 | 3 | 3 | - | - | - |
| 13th | 4 | 3 | 3 | 1 | - | - |
| 14th | 4 | 3 | 3 | 1 | - | - |
| 15th | 4 | 3 | 3 | 2 | - | - |
| 16th | 4 | 3 | 3 | 2 | - | - |
| 17th | 4 | 3 | 3 | 3 | 1 | - |
| 18th | 4 | 3 | 3 | 3 | 1 | - |
| 19th | 4 | 3 | 3 | 3 | 2 | - |
| 20th | 4 | 3 | 3 | 3 | 2 | 1 |
You have dedicated yourself to the study of the art of combat. You Learn an additional three Tactical Manoeuvres, and gain an additional two Tactical Manoeuvre Dice.
Once per Turn, when performing a Tactical Manoeuvre, you may choose to also apply one of the following modifications to the effect:
Inspiring Cry. A number of entities of your choosing, up to or equal to your Trait of Power, within 2m (Near) of you, gain BP equal to a roll of your Manoeuvre Die.
Squad Manoeuvres. When performing a Tactical Manoeuvre that would target one allied entity. You can choose to increase the number of Targeted entities to be up to or equal to your SB.
Tactical Strike. A number of entities of your choosing, up to or equal to your Trait of Power, within 2m (Near) of you, can add one roll of your Manoeuvre Die to their next Damage Roll made before the start of your next Turn.
2nd Lvl Lore Master Feature
You adopt a particular style of fighting as your specialty. Choose one of the following Fighting Style Feats to gain: Arcane Fighter, Armoured Fighter, Duellist, Great Weapon Fighter, Protector, Spellbreaker, Spell Fighter, Spellsteel Fighter, Two-Weapon Fighter, and Unarmed Fighter.
You also can choose one Weapon Group; you gain Weapon Focus for all weapons in that Weapon Group. You may immediately choose one Weapon from the Weapon Group to be the initial weapon to be your Active Weapon Focus.
You gain the Marked Reprisal reaction.
3rd Lvl Lore Master Feature
You choose a Lore Master’s Academy gaining the benefits of that Academy’s First Tier. These academies are based around different schools and styles of theory of both magic and tactics for use both in and out of combat.
4th Lvl Lore Master Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
5th Lvl Lore Master Feature
You channel magic around you to quickly move around the battlefield and strike where needed most. You gain +1AP. When you take the Attack action, you may teleport a number of metres equal to your Trait of Power before you make each attack.
When you use your Marked Reprisal reaction, you may choose one of the following benefits to apply in addition to the reaction’s normal effect:
Embolden. As part of the reaction, grant the Target of your reaction, Advantage on their Attack Roll.
Offense. As part of the reaction, you teleport to an unoccupied space within 1m (Melee) of the Marked entity.
Protection. As part of the reaction, choose a Target entity within the Triggering entity’s AoC (this need not be the same Target as that of the reaction). The Target gains BP equal to your Lore Master Level.
5th Lvl Lore Master Feature
You can attack twice, instead of once, whenever you take the Attack action.
You may choose for your one of your attacks as part of the Attack action, to be made with one of your 2AP Cantrips. It doesn't suffer the penalty for making a Ranged Attack whilst being in a hostile entity’s AoC, but if you are in a hostile entity’s AoC ranged Cantrips must Target an opponent within your AoC.
In addition, if you would perform the Cast action for 2AP or more, that requires a spell Attack Roll, after successfully hitting a Target with the Attack Roll, you can immediately perform a single Weapon Attack or Unarmed Strike for 0AP.
5th Lvl Lore Master Feature
You spend your time pouring through your notes. As an Activity during a Rest, study your notes or use another method to recall your training.
At the end of the Rest, after performing this Activity, you can replace one spell of 1st-Circle or higher you have Prepared, one Cantrip you have Prepared, and one Learnt Tactical Manoeuvre.
6th Lvl Lore Master Feature
You can choose to either progress through a known Lore Master’s Academy, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Lore Master’s Academy.
7th Lvl Lore Master Feature
Your studies in the arcane allow you to better weave magic amongst your strikes. Choose two spells from the Cosmic Spell List. A spell you choose must be of a Circle your current Lore Master Level could cast, as shown in the Spellcasting Table of the Spellcasting Feature, even if you did not choose it for the Arcane Focus Feature, or a Cantrip. You always have the chosen spells Prepared.
If the chosen spell was not a Cantrip, you can cast the spell once without requiring a Spell Slot, using your Trait of Power as your Spellcasting Trait, once you have cast the spell this way you cannot do so again until you have completed a Long Rest.
You may choose to reduce the Casting Time of a spell, whose Circle is equal to or less than your SB with a Casting Time of AP, by 1 AP (to a minimum of 1 AP).
You may use this Feature a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
7th Lvl Lore Master Feature
Your experience using your chosen specialisation grants you greater insight to their potential. Your chosen Arcane Focus Feature gains the following benefit:
The Arcane Weapon can apply its Magic Bonus to Attack and Damage Rolls of your spells cast using the Weapon as its Spellcasting Focus.
When you expend a Manoeuvre Die per the Tactical Blade effect, you may double the result of the Manoeuvre Die roll when calculating the additional damage.
Whenever the Weapon gains access to additional Damage Types due to the Spell Resonant Blade and Tactical Blade effects, you can choose to combine rather than replace the Damage Types.
You gain the Ritual Caster Class Tag and can Prepare an additional Cantrip. You gain the Arcane Manoeuvre action and Arcane Shield reaction.
You Learn an additional Tactical Manoeuvre. You can modify your Tactical Manoeuvre per the Tactical Mastery Feature a number of times per turn equal to half your SB.
If a Tactical Manoeuvre would require 1RP for the Target to gain the Manoeuvre’s benefits/effects, the RP cost becomes 0 RP.
8th Lvl Lore Master Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
9th Lvl Lore Master Feature
You have begun to find a unique fighting style just for you. When you complete a Long Rest for each type of Weapon you have chosen for your Active Weapon Focus, you can exchange its specific Weapon Focus Property for another that Weapon meets the Prerequisites for.
In addition, when you would make a Study Progress roll, if you would roll a result on the d100 under your Lore Master Level + your Trait of Power, it becomes equal to that value.
9th Lvl Lore Master Feature
Your unique method of harnessing your power grants you ways to aid your allies. So long as you are not Incapacitated you emit an emanation of raw power, a number of metres equal to your SB, that affects you and allied entities of your choosing. This emanation does not pass through Total Cover.
When you gain this Feature, select one of the following benefits that your emanation bestows, you can only choose an option tied to the Trait you chose for the Trait of Power Feature:
Infiltrator (Knowledge). Once per affected entity’s Turn, when they perform the Attack action, if the first Attack Roll hits, they may add your Manoeuvre Die to their Damage Roll.
If the first Attack Roll missed, they gain BP equal to a roll of the Manoeuvre Die.
Medic (Determination). Once per affected entity’s Turn, when they perform the Attack action, they may expend one unexpended Hit Die, to recover HP equal to a roll of the Hit Die + your Trait of Power.
Skirmisher (Knowledge). Once per affected entity’s Turn, when they perform the Attack action, they can move a number of metres equal to half your Trait of Power as part of the action.
Soldier (Knowledge). Once per affected entity’s Turn, when they perform the Attack action, they can have Advantage on an Attack Roll made as part of the action.
Vanguard (Determination). Once per affected entity’s Turn, when they perform the Attack action, if the first Attack Roll hits, they may make an additional attack as part of the action.
If the first Attack Roll missed, until the start of their next Turn, Attack Rolls against them are made with Advantage.
Warden (Determination). Once per affected entity’s Turn, when they perform the Attack action, until their next Turn, their HT gains a Focus Bonus equal to half your Trait of Power.
10th Lvl Lore Master Feature
You can choose to either progress through a known Lore Master’s Academy, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Lore Master’s Academy.
11th Lvl Lore Master Feature
You have begun to process of creating your own cantrips. Whenever you complete a Long Rest, you can select one Cantrip you have Prepared. The Cantrip must be from the Cosmic Spell List, unless you chose the Spell School Focus for your Academic Philosophy Feature, at which point it must be from your chosen Spell School.
You can apply one of the following Modifications to the Cantrip until you next complete a Long Rest:
Burst Cantrip. Each entity within your AoC must make an Agility Trait Test against your Spell TG or be affected by the Cantrip.
Cantrip Range. You can increase the Range of the Cantrip from Self to Touch, Touch to 2m (Near). or increase the Range by 3m.
Damage Type. You may change a Damage Type dealt by a Cantrip with Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder or Vorpal damage.
Line Cantrip. The Line is emitted from you, it is 1m wide, with a length equal to the Range of the Cantrip (up to 6m). Each entity within the Line must make an Agility Trait Test against your Spell TG or be affected by the Cantrip.
Non-Lethal Cantrip. You make it so no matter what the Cantrip’s damage can only reduce a Target to 0 HP, and cannot kill them due to the Massive Damage rule. They gain the Dying condition but are Stabilised.
11th Lvl Lore Master Feature
You know how to place your strikes to weaken your foes to your magic. You can attack three times, instead of twice, whenever you take the Attack action. When you strike an Overwhelming Bow or Critical Hit against a Target with a Weapon Attack or Unarmed Strike, the Target has Disadvantage on Trait Tests to resist or avoid the next spell you cast against them.
When you damage an entity that is Concentrating on a spell or psionic power, that entity has Disadvantage on their Concentration Test.
In addition, the Multiattack Feature allows you to choose for your two of your attacks as part of the Attack action, to be replaced with casting a 2AP spell whose Circle is no greater than half your SB. It doesn't suffer the penalty for making a Ranged Attack whilst being in a hostile entity’s AoC, but if you are in a hostile entity’s AoC ranged spells must Target an opponent within your AoC.
Also you can make an additional Weapon Attack or Unarmed Strike for 0AP when you would perform the Cast action for 2AP or more.
12th Lvl Lore Master Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
13th Lvl Lore Master Feature
You have better learnt how to adapt the use of your arcane foci to aid you in battle. You may choose an additional two spells to always have Prepared per the Acceleration Feature. You may also choose an additional Signature Foci to learn to use. When you use the Attack action using a Signature Foci that can be used as a Melee Weapon, you may Cast a Touch Range spell with an AP cost of 2AP or less.
Until the end of your Turn, any melee Weapon Attack made with a Signature Foci can add the effect of the spell to the Weapon’s Damage Roll.
A spell cast this way ends any bestowed effects that last longer than the end of your next Turn, at the end of your next Turn.
13th Lvl Lore Master Feature
Your experience using your chosen specialisation grants you even greater insight to their potential. Your chosen Arcane Focus Feature gains the following benefit:
Whenever you complete a Long Rest, you may choose a Signature Foci you have learnt to use. Until you next complete a Long Rest, your Arcane Weapon is treated as the chosen Signature Foci in addition to being a Magic Weapon.
Whenever the Weapon gains access to additional Damage Types due to the Spell Resonant Blade and Tactical Blade effects, this Weapon ignores Damage Reductions and Resistances to the additional Damage Type.
You may choose an additional Signature Foci to learn to use.
You may modify a number of your Prepared Cantrips, per the Experimental Cantrips Feature, equal to half your Trait of Power (minimum of 2).
You gain a number of additional Tactical Manoeuvre Dice equal to half your SB.
When you as part of a Tactical Manoeuvre, would expend one or more Tactical Manoeuvre Dice, each allied entity Targeted by the Manoeuvre has Advantage on the next Trait Test they would make.
14th Lvl Lore Master Feature
You can choose to either progress through a known Lore Master’s Academy, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Lore Master’s Academy.
15th Lvl Lore Master Feature
You have learnt how to weave even the most complicated spells between your strikes. When utilising the Acceleration Feature, Spell School Focus Feature, or the Dual Casting effect of the Spellcasting Feature to decrease the Casting Time of a spell by 1AP, to cast a spell with a modified Casting Time of 1 AP, for the reminder of the Turn, repeated uses of the Cast action does not increase the AP cost of the action.
15th Lvl Lore Master Feature
You are always prepared for the next fight. You gain an additional Tactical Manoeuvre Die.
When you roll Initiative, you replenish two expended Tactical Manoeuvre Die.
16th Lvl Lore Master Feature
You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.
17th Lvl Lore Master Feature
You allow your magic to enhance your Manoeuvres. Whenever you deal damage with a Tactical Manoeuvre or use a Feature that expends a use of your Manoeuvre Die, you may roll an additional Manoeuvre Die adding its result to the damage dealt by the Manoeuvre.
This effect does not expend any additional Manoeuvre Die.
17th Lvl Lore Master Feature
You have experience of how best to contribute when performing rites. You have Advantage on Trait Tests made during the performance of a rite or ritual.
You can also use the Aid action once per Trait Test made during a Party Challenge to assist another entity performing the Party Challenge.
18th Lvl Lore Master Feature
You have refined your combat technique. You can choose one Fighting Style Feat and one Weapon Specialisation Feat to gain the benefits of.
You may also choose an additional two spells to always have Prepared per the Acceleration Feature.
In addition, your Critical Hit Scope increases by 1 for Attack Rolls against a Target Marked by you.
19th Lvl Lore Master Feature
You can increase the value of a Character Trait by 1, to a maximum of 6, and choose a Feat to gain.
20th Lvl Lore Master Feature
You are stand as a master of arcane and martial power. Your Inspired Event Scope increases by 1 and you gain 1AP. When using the Acceleration Feature, the Target spell can ignore Material Components, with the exception of Material Components with a GP cost of 75 GP or more.
Once per Turn, you may when rolling a Tactical Manoeuvre Die, choose to roll it twice selecting the highest result to use for the roll.
In addition, you can choose one Skill you have Mastered to become Legendary in that Skill, for Trait Tests made using that Skill you can roll an additional d20 choosing to replace the final d20 result of the Trait Test (after Advantage and Disadvantage has been resolved) with the value rolled on this separate d20. You can only be Legendary in one Skill at a time.
You also can increase one Trait’s score by 2 or two Trait’s scores by 1, these can increase any Trait’s value up to a maximum of 7.