Revised Lore Master

I very much liked the general idea of the loremaster even if I did agree with the popular consensus that it was the best wizard subclass bar none and was in need of a whack upside the back of the skull with the nerf shotgun. This is my attempt at doing just that while also trying to stay true to the idea of a wizard whose specialization is studying and altering the existing schools to suit the situation. The guiding principle for this revision is the idea that the lore master is a character who does their homework. A diviner may excel in the acquisition of knowledge, but the Lore Master excels in its use. He studies his enemies and then alters his casting style to hit them where it hurts. An unprepared Lore Master should feel utterly defenseless and one that prepared for the future and studied the past should be a force to be reckoned with.

The Lore Master

Lore Mastery is an arcane tradition fixated on
understanding the underlying mechanics of
magic. It is the most academic of all arcane
traditions. The Lore Master excels in unraveling the mysteries of the arcane and putting them to use for his own purposes. Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. They believe that a spell is not a versatile tool, but a template for many specialized ones. Some savants take a haughty attitude
toward those who follow a tradition focused on a
single school of magic, seeing them as provincial
and lacking the sophistication needed to master
true magic. Others are generous teachers, countering deception and ignorance with deep knowledge and good humor.

Lore Mastery

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 skill 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, it is either an
Intelligence check or a Dexterity check for you.

Spell Secrets

At 2nd level, you learn how to modify your spells to suit the situation's needs. When you prepare a spell that deals damage, you may change the type of that damage to fire, acid, cold, lightning, necrotic, or thunder damage(You may change only one damage type per spell). A number of times equal to half of your Intelligence modifier per long rest(rounded up, minimum 1), when you prepare a spell that requires a saving throw, you may change the spell's saving throw from one ability score

to another. Saving throws based on physical ability scores(Strength, Dexterity, and Constitution) may only be changed to other physical ability scores and saving throws based on mental ability scores (Intelligence, Wisdom, and Charisma) may only be changed to other mental ability scores. Changes made to saving throws in this way last only until the end of your turn after the spell is cast, after which point they revert to their original ability scores if additional saving throws are required.

Malleable Magic

At 6th level, you learn to better prepare your powers for what you will face. When you use your Arcane Recovery, you may expend spell slots to gain a number of points equal to the total level of the slots consumed. You may then add these points to the number used to calculate the total value of the spell slots you may recover using Arcane Recovery. For example, you may consume a third level spell slot to gain a first and second level spell slot or three first level spell slots or consume two second level spell slots to gain a fourth level spell slot. As with Arcane Recovery, you may not use these points to gain more spell slots of a level than you have expended of that level or to gain spell slots of sixth level or above.

Arcane Mnemonics

At 10th level, you learn new techniques for memorizing spells. As a bonus action, you may expend a spell slot to replace a prepared spell of the level the expended spell slot with another spell from your spellbook that is also of that level. At the end of a long rest, you may make a list of length equal to half of your Intelligence modifier(rounded up, minimum 1) in your spellbook that you have not prepared. As a bonus action, you may expend a spell slot to replace a prepared spell of the level of the expended slot with a spell from that list. You can't use this feature again until you finish a long rest.

Master of Magic

At 14th level, your experience in spell modification allows you to bend the formulae of spells to your will. You may now use Spell Secrets to change the ability score of the saving throw of one additional spell being prepared into any other ability score. You may only do this once at the end of each long rest. Additionally, Spell Secrets can now also change the damage type of a spell into Radiant or Force damage. You may also add an additional spell from any class's spell list into the list of Arcane Mnemonics. This spell is cast as a wizard spell.