Prestige Class · Lore, Divination & Hidden Knowledge
Loremaster — Keeper of Secrets & Lost Knowledge
A ten-level prestige path for accomplished spellcasters who turn research, divination and hard-won secrets into practical power.
A Loremaster is a spellcaster who has made knowledge itself a discipline. Rather than abandoning an existing magical tradition, the character continues spellcasting while learning secrets that improve survival, skill, magical versatility and the ability to uncover information that others cannot reach.
The class suits characters who want libraries, inscriptions, ruins, relics, languages and divination to matter in play. A Loremaster should have reasons to leave the study: some questions cannot be answered by books because the evidence is buried in a tomb, carried by a monster, locked in another plane or known only by someone who refuses to speak.
At a Glance
- Role
- Scholar, diviner, magical investigator and full spellcasting support.
- Best For
- Players who enjoy solving mysteries, identifying magic, researching enemies and turning knowledge into advantages.
- How You Qualify
- Deep knowledge, advanced spellcasting and a serious command of divination magic.
- How You Enter
- Prove your scholarship through a masterwork, discovery, recovered archive, decoded text or recognition by a learned institution.
- Signature Ability
- Secrets let each Loremaster choose permanent benefits rather than following one fixed specialist build.
- Progression
- Ten prestige-class levels with continued spellcasting and new lore abilities throughout the path.
What Makes a Loremaster Different?
A powerful wizard, cleric or other spellcaster can know many things. A Loremaster makes the acquisition, testing and preservation of knowledge the centre of the character’s advancement. The class rewards broad scholarship without forcing every Loremaster into the same field.
Secrets
Choose permanent benefits that reflect discoveries made during study and adventure.
Lore
Recall obscure facts and connect fragments of evidence that ordinary scholarship would miss.
Divination
Entry requires genuine command of information-gathering magic rather than raw spell level alone.
Languages
Old texts, foreign courts and vanished cultures become accessible as the Loremaster expands their linguistic reach.
Greater Lore
Magic items become easier to understand, identify and place within their historical or supernatural context.
True Lore
At the height of the path, the Loremaster can call upon extraordinary knowledge rather than merely making another skill check.
Can I Build Toward Loremaster?
Yes, but plan for it early. The class rewards characters who already invest in knowledge and divination rather than characters who suddenly decide to become scholars after ignoring those parts of the sheet.
- Keep Intelligence useful. Even divine or Charisma-based spellcasters benefit from Intelligence because many Loremaster abilities revolve around knowledge.
- Learn divinations deliberately. The classic editions require seven different divination spells, including at least one of 3rd level or higher.
- Invest in knowledge skills. Pathfinder 1e and D&D 3.5e require two separate Knowledge skills at substantial rank totals.
- Build a field of expertise. A planar scholar, historian, natural philosopher, monster researcher, magical archaeologist or court archivist can all be Loremasters without feeling identical.
Useful supporting pages include Knowledge, Spellcraft, Skill Focus, Identify and Legend Lore.
Alignment & Behaviour
Any alignment. Scholarship does not determine morality. A Loremaster may preserve dangerous truths so they cannot be abused, sell secrets to the highest bidder, conceal knowledge for political reasons, publish discoveries freely or hoard them as a source of personal power. The important behavioural trait is sustained commitment to finding, testing and understanding information.
Loremaster Rules by Edition
Choose the tab for your campaign. Each version keeps the class’s central promise: continued spellcasting, expanding lore and a series of permanent secrets.
Loremaster — 5.5e / 2024
Prerequisites
- Character Level: 5th level or higher before taking your first Loremaster level.
- Intelligence: 15 or higher.
- Skills: Proficiency in two of Arcana, History, Nature or Religion.
- Spellcasting: Ability to cast at least one 3rd-level spell and to prepare or know at least three Divination spells.
- Special: Complete a substantial work of scholarship or recover and correctly interpret a significant lost source.
Hit Point Die: d6 per Loremaster level. Hit Points per Level: 1d6 (or 4) + Constitution modifier. Proficiencies: No new armour, weapon or saving throw proficiencies.
| Level | Features | Spellcasting |
|---|---|---|
| 1 | Secret | +1 level of qualifying class |
| 2 | Lore | +1 level of qualifying class |
| 3 | — | +1 level of qualifying class |
| 4 | Ability Score Improvement, Bonus Language | +1 level of qualifying class |
| 5 | Secret | +1 level of qualifying class |
| 6 | Greater Lore | +1 level of qualifying class |
| 7 | — | +1 level of qualifying class |
| 8 | Ability Score Improvement, Bonus Language | +1 level of qualifying class |
| 9 | Secret | +1 level of qualifying class |
| 10 | True Lore | +1 level of qualifying class |
Spellcasting
Choose one spellcasting class that qualified you for Loremaster. Each Loremaster level counts as a level in that class for its Spellcasting feature: spell slots and the number and level of spells you can prepare or know advance normally. You do not gain other class or subclass features from the qualifying class.
Secret
At 1st, 5th and 9th Loremaster level, choose one secret you do not already know. Your Loremaster level + Intelligence modifier must equal or exceed the secret’s threshold. Spellcasting progression at 3rd and 7th level is itself the major advancement at those levels.
| Threshold | Secret | Effect |
|---|---|---|
| 1 | Instant Mastery | Gain proficiency in one skill. If already proficient, gain Expertise instead. |
| 2 | Secret Health | Your Hit Point maximum increases by 1 for each Loremaster level you have, including future levels. |
| 3 | Secrets of Inner Strength | You have Advantage on Wisdom saves against the Charmed and Frightened conditions. |
| 4 | Lore of True Stamina | You have Advantage on Constitution saves against Exhaustion and Poison, and on checks made to endure forced marches or extreme environments. |
| 5 | Secret Knowledge of Avoidance | When you fail a Dexterity saving throw, use your Reaction to add your Intelligence modifier to the roll, potentially turning it into a success. Uses equal Proficiency Bonus per Long Rest. |
| 6 | Weapon Trick | Gain proficiency with one weapon and use your qualifying spellcasting ability for its attack and damage rolls. |
| 7 | Dodge Trick | When hit by an attack, use a Reaction to add your Proficiency Bonus to AC against that attack, potentially turning it into a miss. Uses equal Proficiency Bonus per Long Rest. |
| 8 | Applicable Knowledge | Gain proficiency in one skill and Expertise in one skill in which you are already proficient. |
| 9 | Newfound Arcana | Choose one 1st-level spell from any spell list. It becomes a spell of your qualifying class for you. |
| 10 | More Newfound Arcana | Choose one 2nd-level spell from any spell list. It becomes a spell of your qualifying class for you. |
Lore
At 2nd level, choose one of Arcana, History, Nature or Religion in which you are proficient; you gain Expertise in it. In addition, when you make an Intelligence check about a creature, place, magical effect, historical event, object or written source and do not already add your Proficiency Bonus, add half your Proficiency Bonus, rounded down.
Bonus Language
At 4th and 8th level, learn one language of your choice appropriate to the campaign. The GM can allow an ancient, planar or otherwise restricted language when the character has found a believable teacher or source.
Ability Score Improvement
At 4th and 8th Loremaster level, increase one ability score by 2 or two scores by 1 to the normal campaign maximum, or choose a feat for which you qualify if your campaign uses feats.
Greater Lore
At 6th level, after examining a magic item for 1 minute while touching it, you learn its magical properties and how to use them as though you had cast Identify. This does not automatically reveal a curse unless the curse’s own rules say Identify would reveal it. You also have Advantage on checks to determine an item’s maker, age, culture or historical significance.
True Lore
At 10th level, once per Long Rest choose one of the following:
- Legend Lore. Cast Legend Lore without expending a spell slot. Listed costly material components are still required.
- Analyze Magic. For 10 minutes, when you can see a magical effect or touch a magic item, you know its school of magic where applicable, its spell level or comparable power, its active properties and any command words or attunement requirements that ordinary Identify could reveal.
Loremaster — 5e / 2014
Prerequisites
- Character Level: 5th level or higher before taking your first Loremaster level.
- Intelligence: 15 or higher.
- Skills: Proficiency in two of Arcana, History, Nature or Religion.
- Spellcasting: Ability to cast 3rd-level spells and know or prepare at least three divination spells.
- Special: Complete a substantial work of scholarship or recover and interpret a significant lost source.
Hit Die: d6. Hit Points per Level: 1d6 (or 4) + Constitution modifier. Proficiencies: None.
| Level | Features | Spellcasting |
|---|---|---|
| 1 | Secret | +1 level qualifying class |
| 2 | Lore | +1 level qualifying class |
| 3 | — | +1 level qualifying class |
| 4 | Ability Score Improvement, Bonus Language | +1 level qualifying class |
| 5 | Secret | +1 level qualifying class |
| 6 | Greater Lore | +1 level qualifying class |
| 7 | — | +1 level qualifying class |
| 8 | Ability Score Improvement, Bonus Language | +1 level qualifying class |
| 9 | Secret | +1 level qualifying class |
| 10 | True Lore | +1 level qualifying class |
Spellcasting
Each Loremaster level advances the Spellcasting feature of one qualifying spellcasting class for spell slots and spells known or prepared. Other class and subclass features do not advance.
Secrets
Choose a secret at 1st, 5th and 9th Loremaster level. The threshold is your Loremaster level + Intelligence modifier. At 3rd and 7th level, continued spellcasting is the principal advancement.
- 1 — Instant Mastery: gain proficiency in one skill, or Expertise if already proficient.
- 2 — Secret Health: maximum hit points increase by 1 per Loremaster level.
- 3 — Inner Strength: advantage on Wisdom saves against being charmed or frightened.
- 4 — True Stamina: advantage on Constitution saves against exhaustion and poison and on endurance checks set by the DM.
- 5 — Avoidance: when you fail a Dexterity saving throw, use your reaction to add your Intelligence modifier to the roll, potentially turning it into a success; proficiency-bonus uses per long rest.
- 6 — Weapon Trick: proficiency with one weapon and use your qualifying spellcasting ability for its attacks and damage.
- 7 — Dodge Trick: reaction to add proficiency bonus to AC against one attack; proficiency-bonus uses per long rest.
- 8 — Applicable Knowledge: gain proficiency in one skill and Expertise in one skill in which you are already proficient.
- 9 — Newfound Arcana: add one 1st-level spell from any list to your qualifying class’s spells for you.
- 10 — More Newfound Arcana: add one 2nd-level spell from any list to your qualifying class’s spells for you.
Lore
At 2nd level, gain Expertise in one of Arcana, History, Nature or Religion in which you are already proficient. Add half your proficiency bonus, rounded down, to relevant Intelligence checks that do not already include your proficiency bonus.
Bonus Language & Ability Score Improvement
At 4th and 8th level, learn one campaign-appropriate language and gain the normal Ability Score Improvement used by your campaign, or a feat if feats are allowed.
Greater Lore
At 6th level, one minute of examination while touching a magic item reveals its properties as though you cast Identify. You also have advantage on checks about its history, maker and cultural origin.
True Lore
At 10th level, once per long rest either cast Legend Lore without a spell slot, still supplying costly components, or gain Analyze Magic for 10 minutes, revealing the magical properties, school, spell level or comparable power of effects and items you examine.
Loremaster — Pathfinder 1e
Requirements
- Skills: Knowledge (any two) 7 ranks in each.
- Feats: Any three metamagic or item creation feats, plus Skill Focus in one Knowledge skill.
- Spells: Ability to cast seven different divination spells, at least one of 3rd level or higher.
Hit Die: d6. Skill Ranks per Level: 4 + Intelligence modifier.
Class Skills: Appraise, Diplomacy, Handle Animal, Heal, Knowledge (all), Linguistics, Perform, Spellcraft and Use Magic Device.
| Level | BAB | Fort | Ref | Will | Special | Spells |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +1 | Secret | +1 existing class |
| 2nd | +1 | +1 | +1 | +1 | Lore | +1 existing class |
| 3rd | +1 | +1 | +1 | +2 | Secret | +1 existing class |
| 4th | +2 | +1 | +1 | +2 | Bonus Language | +1 existing class |
| 5th | +2 | +2 | +2 | +3 | Secret | +1 existing class |
| 6th | +3 | +2 | +2 | +3 | Greater Lore | +1 existing class |
| 7th | +3 | +2 | +2 | +4 | Secret | +1 existing class |
| 8th | +4 | +3 | +3 | +4 | Bonus Language | +1 existing class |
| 9th | +4 | +3 | +3 | +5 | Secret | +1 existing class |
| 10th | +5 | +3 | +3 | +5 | True Lore | +1 existing class |
Spellcasting
Every Loremaster level advances one spellcasting class you already possess for spells per day, spells known where applicable and effective spellcasting level. It does not grant the other class features of that class.
Secret
At 1st level and every two levels thereafter, choose one secret. Your Loremaster level + Intelligence modifier determines which entries are available, and you cannot choose the same secret twice.
| Threshold | Secret | Effect |
|---|---|---|
| 1 | Instant Mastery | 4 ranks in a skill in which you have no ranks |
| 2 | Secret Health | Toughness as a bonus feat |
| 3 | Secrets of Inner Strength | +2 Will saves |
| 4 | Lore of True Stamina | +2 Fortitude saves |
| 5 | Secret Knowledge of Avoidance | +2 Reflex saves |
| 6 | Weapon Trick | +1 attack rolls |
| 7 | Dodge Trick | +1 dodge bonus to AC |
| 8 | Applicable Knowledge | Any one feat |
| 9 | Newfound Arcana | One bonus 1st-level spell |
| 10 | More Newfound Arcana | One bonus 2nd-level spell |
Lore
At 2nd level, add half your Loremaster level to all Knowledge checks and make Knowledge checks untrained. This stacks with Bardic Knowledge.
Bonus Languages
Learn any one new language at 4th level and another at 8th level.
Greater Lore
At 6th level, when examining a magic item to determine its properties, gain a +10 circumstance bonus on the Spellcraft check.
True Lore
At 10th level, once per day use your knowledge to gain the effect of Legend Lore or analyze dweomer. Legend Lore produced this way has a casting time of 1 minute.
Loremaster — D&D 3.5e
Requirements
- Skills: Knowledge (any two) 10 ranks in each.
- Feats: Any three metamagic or item creation feats, plus Skill Focus in one Knowledge skill.
- Spells: Ability to cast seven different divination spells, at least one of 3rd level or higher.
Hit Die: d4. Skill Points per Level: 4 + Intelligence modifier.
Class Skills: Appraise, Concentration, Craft (alchemy), Decipher Script, Gather Information, Handle Animal, Heal, Knowledge (all), Perform, Profession, Speak Language, Spellcraft and Use Magic Device.
| Level | BAB | Fort | Ref | Will | Special | Spells |
|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Secret | +1 existing class |
| 2nd | +1 | +0 | +0 | +3 | Lore | +1 existing class |
| 3rd | +1 | +1 | +1 | +3 | Secret | +1 existing class |
| 4th | +2 | +1 | +1 | +4 | Bonus Language | +1 existing class |
| 5th | +2 | +1 | +1 | +4 | Secret | +1 existing class |
| 6th | +3 | +2 | +2 | +5 | Greater Lore | +1 existing class |
| 7th | +3 | +2 | +2 | +5 | Secret | +1 existing class |
| 8th | +4 | +2 | +2 | +6 | Bonus Language | +1 existing class |
| 9th | +4 | +3 | +3 | +6 | Secret | +1 existing class |
| 10th | +5 | +3 | +3 | +7 | True Lore | +1 existing class |
Spellcasting
Every Loremaster level advances one existing spellcasting class for spells per day, spells known where applicable and caster level, without advancing the other class features of that class.
Secret
At 1st, 3rd, 5th, 7th and 9th level, choose one secret. Loremaster level + Intelligence modifier determines which secrets are available; no secret can be chosen twice.
| Threshold | Secret | Effect |
|---|---|---|
| 1 | Instant Mastery | 4 ranks in a skill in which you have no ranks |
| 2 | Secret Health | +3 hit points |
| 3 | Secrets of Inner Strength | +2 Will saves |
| 4 | Lore of True Stamina | +2 Fortitude saves |
| 5 | Secret Knowledge of Avoidance | +2 Reflex saves |
| 6 | Weapon Trick | +1 attack rolls |
| 7 | Dodge Trick | +1 dodge AC |
| 8 | Applicable Knowledge | Any one feat |
| 9 | Newfound Arcana | One bonus 1st-level spell |
| 10 | More Newfound Arcana | One bonus 2nd-level spell |
Lore
At 2nd level, make lore checks in the same manner as Bardic Knowledge, adding Loremaster level + Intelligence modifier.
Bonus Languages
Learn any one new language at 4th level and another at 8th level.
Greater Lore
At 6th level, understand a magic item’s properties as though using Identify.
True Lore
At 10th level, once per day gain the effect of Legend Lore or analyze dweomer.
Epic Loremaster — 3.5e
Beyond 10th Loremaster level, caster level continues to increase but spells per day and spells known do not automatically increase beyond the qualifying class’s normal maximum. No additional Secrets are granted automatically, although a Secret can be chosen instead of an epic Loremaster bonus feat.
| Level | Special |
|---|---|
| 11th | — |
| 12th | — |
| 13th | Bonus feat |
| 14th | — |
| 15th | — |
| 16th | Bonus feat |
| 17th | — |
| 18th | — |
| 19th | Bonus feat |
| 20th | — |
How the Loremaster Plays
In combat, the Loremaster still plays primarily through the spellcasting class used to qualify. The prestige class does not try to replace that spell list; it adds resilience, flexibility and information so the caster chooses the right spell with better knowledge of the problem.
During exploration, the class comes into its own. Ruins, inscriptions, unusual monsters, relics, portals, old battlefields and magical anomalies all give the Loremaster something useful to do before initiative is rolled.
In social play, knowledge creates leverage. Knowing a dynasty’s disputed succession, the true name of a planar envoy, an old treaty, a monster’s taboo or the provenance of a relic can change a negotiation without a single enchantment spell.
Entering the Path
A Loremaster needs more than a large library. Entry should follow a discovery that proves the character can create knowledge rather than merely repeat it. Recovering a lost manuscript, identifying an unknown creature, decoding an extinct script, mapping a planar route or resolving a contradiction between two famous authorities can all serve as the moment the path opens.
Universities, courts, magical colleges, archives and private scholars can all recognise a Loremaster, but solitary characters can earn the title through reputation. Use Geography to place libraries and patrons, Magic for divinations and magical research, Planes of Existence for knowledge that cannot be found on Earth, and the Bestiary when research begins with a creature no ordinary scholar understands.
Sources, Rules & Licensing
The D&D 3.5e Loremaster progression and epic progression follow the d20 System Reference Document: Loremaster and Epic Prestige Class Progressions.
The Pathfinder 1e tab follows the Pathfinder RPG Core Rulebook Loremaster as presented by Archives of Nethys.
