| Prime Requisite: | INT and WIS |
| Requirements: | None |
| Hit Dice: | 1d4 |
| Maximum Level: | 14 |
Lorekeepers belong to religious orders dedicated to Oghma the Wise One and his servant Deneir the Scribe, dedicated to collecting and preserving knowledge of all sorts. They maintain monastery-libraries and scriptoriums where they store, preserve, translate and copy written works. Sometimes, lorekeepers set out on pilgrimages to recover lost lore, while others become itinerants who travel the world seeking new knowledge.
Lorekeepers advance in saving throws as clerics, by two points every four levels of experience, and in attack throws as mages, by two points every six levels of experience. At first level, lorekeepers hit an unarmored foe (AC 0) with an attack throw of 10+. They are trained to fight with clubs, daggers, slings, and staves, and can fight wielding a weapon two-handed. They cannot wear armor or use shields. Lorekeepers can use magic items usable by clerics.
Starting at 1st level, lorekeepers may cast divine spells as standard clerics, but with increased daily spell slots. They cannot turn undead. When a lorekeeper reaches 5th level (Lorescribe), he may begin to research spells, scribe scrolls, and brew potions as a cleric. At 9th level (Loremaster High), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a lorekeeper may learn and cast rituals spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues.
Lorekeepers must adhere to the dogma of their faith, or risk punishment, retribution, and charges of heresy: they are expected to protect all knowledge whenever possible, including books and tomes, libraries, sages, magic research, and the like. They need not spare an enemy simply because they have knowledge or engage in research, but are expected to attempt to recover all the lore and research they can from the enemy. A lorekeeper may not participate in any plan that would harm books, tomes, scrolls, libraries, or archives. Lorekeepers may not be Chaotic.
As part of their holy studies, lorekeepers come to possess loremastery, which allows them to decipher occult runes, remember ancient history, identify historic artifacts, and similar tasks. At 1st level, a lorekeeper must make a proficiency throw of 18+ on 1d20 to succeed in these tasks. The proficiency throw required reduces by 1 per level.
Each lorekeeper is also an expert in a particular field of knowledge, such as architecture, astrology, geography, history, mathematics, metaphysics, natural history, natural philosophy, and so on. At 1st level, a lorekeeper can make a living as an expert on the subject. With a proficiency throw of 11+, the lorekeeper can recall information relating to his area of knowledge. At 2nd level (Chanter), the proficiency throw improves to 7+, and the lorekeeper can train students and write books on the topic. At 4th level (Glyphscribe), the proficiency throw improves to 3+, and the lorekeeper can serve as a sage of the subject (as the specialist).
Starting at 9th level (Loremaster High), lorekeepers can read languages (as the spell) at will. Activating this ability requires one turn, and it has a duration of concentration.
Upon attaining 9th level (Loremaster High), a lorekeeper may establish or build a stronghold called a cloister. If the lorekeeper has had a good and noble adventuring career, the loremaster high of her current cloister will pay for up to 100% of the construction costs of a modest cloister. The new cloister will usually remain a branch of the older cloister until the lorekeeper reaches 12th level, at which time it will become independent. A lorekeeper who founds a cloister will be joined by 1d2×10 1st level lorekeeper and 1d6×30 normal men and women who want to become lorekeepers. Every year 80% of the previous year's trainees will leave in frustration or find they lack the discipline for a life of faith, and 1d6×20 normal men and women will come in to replace them. A normal man or woman in training typically takes 2 years to become a 1st level lorekeeper.
Lorekeeper Proficiency List: Alchemy, Apostasy, Arcane Dabbling, Art, Beast Friendship, Contemplation, Craft, Diplomacy, Divine Blessing, Divine Health, Elven Bloodline, Healing, Illusion Resistance, Knowledge, Language, Laying on Hands, Magical Engineering, Magical Music, Mystic Aura, Naturalism, Performance, Profession, Prophecy, Quiet Magic, Sensing Evil, Sensing Power, Theology, Unflappable Casting
| Spell Progression | ||||||||
|---|---|---|---|---|---|---|---|---|
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 |
| 0 | Amanuensis | 1 | 1d4 | 1 | — | — | — | — |
| 2,000 | Scrivener | 2 | 2d4 | 2 | — | — | — | — |
| 4,000 | Chorister | 3 | 3d4 | 3 | — | — | — | — |
| 8,000 | Glyphscribe | 4 | 4d4 | 3 | 2 | — | — | — |
| 16,000 | Lorescribe | 5 | 5d4 | 3 | 3 | — | — | — |
| 32,000 | Lorekeeper | 6 | 6d4 | 3 | 3 | 2 | 2 | — |
| 65,000 | Loresinger | 7 | 7d4 | 3 | 3 | 3 | 2 | 2 |
| 130,000 | Loremaster | 8 | 8d4 | 5 | 5 | 3 | 3 | 2 |
| 230,000 | Loremaster High | 9 | 9d4 | 5 | 5 | 5 | 3 | 3 |
| 330,000 | Loremaster High, 10th level | 10 | 9d4+1* | 6 | 6 | 5 | 5 | 3 |
| 430,000 | Loremaster High, 11th level | 11 | 9d4+2* | 6 | 6 | 6 | 5 | 5 |
| 530,000 | Loremaster High, 12th level | 12 | 9d4+3* | 8 | 8 | 6 | 6 | 5 |
| 630,000 | Loremaster High, 13th level | 13 | 9d4+4* | 8 | 8 | 8 | 6 | 5 |
| 730,000 | Eye of Oghma | 14 | 9d4+5* | 9 | 8 | 8 | 8 | 6 |
| * Hit point modifiers from Constitution are ignored | ||||||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells |
|---|---|---|---|---|---|
| 1–2 | 13+ | 10+ | 16+ | 13+ | 15+ |
| 3–4 | 12+ | 9+ | 15+ | 12+ | 14+ |
| 5–6 | 11+ | 8+ | 14+ | 11+ | 13+ |
| 7–8 | 10+ | 7+ | 13+ | 10+ | 12+ |
| 9–10 | 9+ | 6+ | 12+ | 9+ | 11+ |
| 11–12 | 8+ | 5+ | 11+ | 8+ | 10+ |
| 13–14 | 7+ | 4+ | 10+ | 7+ | 9+ |
| Level | Attack THrow |
|---|---|
| 1—3 | 10+ |
| 4—6 | 9+ |
| 7—9 | 8+ |
| 10—12 | 7+ |
| 13—14 | 6+ |
| First Level Divine Spells | |
|---|---|
| 1 | Angelic Choir PC |
| 2 | Command Word |
| 3 | Cure Light Wounds * |
| 4 | Detect Danger PC |
| 5 | Detect Evil * |
| 6 | Detect Magic |
| 7 | Detect Poison PC |
| 8 | Faerie Fire |
| 9 | Fellowship |
| 10 | Light * |
| 11 | Purify Food and Water * |
| 12 | Remove Fear * |
| 13 | Salving Rest PC |
| 14 | Sanctuary |
| 15 | Trance PC |
| Second Level Divine Spells | |
| 1 | Augury |
| 2 | Bless * |
| 3 | Charm Animal |
| 4 | Cure Moderate Wounds * PC |
| 5 | Detect Charm PC |
| 6 | Enthrall PC |
| 7 | Hold Person |
| 8 | Holy Chant |
| 9 | Magic Mouth |
| 10 | Protection from Evil * |
| 11 | Silence 15' Radius |
| 12 | Sleep |
| 13 | Snake Charm |
| 14 | Speak with Animals |
| 15 | Ventriloquism |
| Third Level Divine Spells | |
| 1 | Charm Person |
| 2 | Continual Light * |
| 3 | Cure Blindness |
| 4 | Cure Disease * |
| 5 | Cure Major Wounds * PC |
| 6 | Detect Curse * PC |
| 7 | Detect Invisible |
| 8 | ESP |
| 9 | Glitterdust PC |
| 10 | Glyph of Warding |
| 11 | Locate Object |
| 12 | Phantasmal Force |
| 13 | Prayer |
| 14 | Remove Curse * |
| 15 | Speak With Dead |
| Fourth Level Divine Spells | |
| 1 | Chimerical Force PC |
| 2 | Clairaudience PC |
| 3 | Clairvoyance |
| 4 | Command Animals PC |
| 5 | Cure Serious Wounds * |
| 6 | Dispel Magic |
| 7 | Divination |
| 8 | Fate PC |
| 9 | Infravision |
| 10 | Neutralize Poison * |
| 11 | Nondetection PC |
| 12 | Protection from Evil, Sustained * |
| 13 | Speak With Plants |
| 14 | Telepathy PC |
| 15 | Tongues * |
| Fifth Level Divine Spells | |
| 1 | Atonement |
| 2 | Charm Monster |
| 3 | Command Person PC |
| 4 | Commune |
| 5 | Control Animals PC |
| 6 | Create Food |
| 7 | Cure Critical Wounds * PC |
| 8 | Dispel Evil |
| 9 | Lower Water |
| 10 | Protection from Normal Weapons PC |
| 11 | Quest |
| 12 | Scry PC |
| 13 | Spectral Force PC |
| 14 | Strength of Mind * |
| 15 | True Seeing |
| * Reversible spell | |
| PC Spell found in the Player's Companion | |