Hit Points
Hit Dice: 1d10Proficiencies
Armor: light armor, medium armor, shieldsStarting Equipment
You start with the following items, plus anything provided by your background.Multiclassing
Ability Score Minimum: Intelligence 13, Strength or Dexterity 13A thirst for knowledge can often lead one to dangerous places, fortunately you are well prepared for danger. You combine brains and brawn to overcome dangers from traps to monsters. Your specialist knowledge can help you navigate a dangerous world to solve mysteries, uncover secrets and circumvent dangers that may fell the unprepared. All while taking careful notes to preserve and expand knowledge, even if no one but you truly appreciates it.
Maybe make subclasses 1st level, granting the cantrip
Starting at 1st level, you can pinpoint weak spots and improve the damage you deal with weapons. Once per turn, when you hit with a weapon attack or unarmed strike, you can add a bonus to the damage roll equal to your Intelligence modifier.
This could be moved to a spell instead (like smite or hunter's mark)
Higher level?
Starting at 1st level, you can attempt to pinpoint weaknesses in enemy defences to make your strikes more effective. You make an Intelligence (Investigation) check against the Armor Class of a creature or object you can see. If you succeed, the next time you hit the target with an attack roll before the end of your next turn, the attack deals additional damage equal to your Intelligence modifier.
If the result of your check is 5 or more higher than the target's Armor Class, the extra damage increase to twice your Intelligence modifier.
At 1st level, choose up to two skills, instruments, tools or vehicles with which you are proficient. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
When you gain a level in this class you can replace one of these proficiencies with a different one.
Sometimes specialist knowledge of a particular topic is more useful than general knowledge in a skill or device. If your DM allows, you can choose a specialist topic in place of a proficiency for your Scholarly Expertise feature. When you make an ability check that utilises your specialist topic, you can add your proficiency bonus. if you already add your proficiency bonus, the bonus is doubled for this check.
Work with your DM to define the scope and depth of the topic. This could be knowledge of a particular faction, including its history, politics and laws; it could be knowledge of a particular deity or being and their followers; it could be knowledge of the anatomy and behaviors of particular kinds of creatures; it could be knowledge of a particular school of magic or any other topic you and your DM deem appropriate.
For example, you may study demons and posses expert knowledge about them. With the demon topic, you may double your proficiency for checks made to identify, track or recall lore about creatures with the demon tag.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Shortswords.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Longswords.
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Arcane Warrior.
You learn two cantrips of your choice from the wizard spell list. They count as lorehunter spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
Starting at 2nd Level, you can take the Help, Search or Study action as a bonus action.
This will be replaced with the 2024 style of determining number of spells
By 2nd level, you have learned to draw on arcane magic through study and practice to cast spells as a wizard does. See chapter 10 for the general rules of spellcasting and the end of the class for lorehunter spells.
Preparing and Casting Spells
The Lorehunter table shows how many spell slots you have to cast your lorehunter spells. To cast one of your lorehunter spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of lorehunter spells that are available for you to cast, choosing from the lorehunter spell list. When you do so, choose a number of lorehunter spells equal to your Intelligence modifier + half your lorehunter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level lorehunter , you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of lorehunter spells requires time spent in study: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your lorehunter spells, since your power derives from intense study. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a lorehunter spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus or a book as a spellcasting focus for your lorehunter spells.
At 3rd level, you choose an academic society from which you gained your knowledge and skills. This society may be an order that you belong to, or that you have acquired knowledge and skills from by other means, with or without their permission. Alternatively, it could be a person or figure that has taught or inspired you to pursue your search for knowledge.
Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
At 3rd level, you hone your senses with and for the arcane. Choose one of the following options:
Spellsense. As an action, you can expand a spell slot and focus your senses to search for the presence of magic. For the next 10 minutes, you can sense when a creature within 60 feet of you casts a spell. You know the location the spell was cast from and the school of magic that the spell belongs to. make cheaper but weaker? or just make this a spell that would be valid for this
Arcane Mind. Choose a 1st-level spell from the divination school of magic and that has a range of self. You can cast the chosen spell at will, without requiring a a spell slot. When you gain a level in this class, you can change the chosen spell for a different one.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Starting at 4th level, learning new things or successfully applying existing knowledge grants you an inspiring feeling of satisfaction. When you succeed on an Intelligence check, or a creature you aid with the Help action succeeds on an Intelligence check, you can gain temporary hit points equal to twice your Intelligence modifier (Minimum of 1).
Lower level?
Maybe some subclasses can use additional abilities (eg. martialist can do it with str/athletics)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, you can use magic to improve the speed and efficiency of your note taking. As an action, you can expend a spell slot and regain a number of Note Dice equal to twice the level of the spell slot expended.
Starting at 6th level, on your turn you can choose to move carefully to avoid certain dangers. Until the end of the current turn, you are slowed and you cannot take the Dash action, but you make no noise as a result of moving and you have advantage on saving throws against traps, spells and effects that are triggered by your weight or movement. In addition, attacks against you that are triggered by your weight or movement, such as opportunity attacks or readied attacks, have disadvantage. You cannot use this feature if you have already moved in this turn.
no heavy armour caveat?
This would include "enters the area on a turn"?
At 6th level, you can choose two more of your proficiencies (or specialist topics) to gain the benefit of your Scholary Expertise.
Learn to add more from here (recycle from old version of notebook)?
At 7th level, you gain a feature from your Society.
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra ASI?
Give someone else benefits of notebook
min of 10 on rolls using notebook
reroll int checks and saves
Starting at 10th level, when you make an ability check or saving throw that uses your Intelligence or Wisdom modifier, you can use a reaction to reroll the check or saving throw. You must then use the result of the new roll. You can use this reaction twice and regain all expended uses when you finish a short or long rest.
Starting at 10th level, when you fail an Intelligence or Wisdom saving throw, you can reroll the saving throw and take the new result. You can use this feature twice and regain all expended uses when you finish a short or long rest.
At 10th level, your unique senses become stronger.
Spellsense. When a creature that is concentrating on a spell or holding a magic item, enters the area of your Spellsense for the first time on a turn, or starts its turn there, you know their location and the school of magic.
Arcane Mind. You can choose an additional spell for your Arcane Mind. The spell can be of 2nd-level or lower but must still be from the divination school of magic and have a range of self.
At 11th level, you gain a feature from your Society.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Starting at 14th level,
At 15th level, you gain a feature from your Society.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Starting at 18th level,
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Starting at 20th level,
Starting at 1st level, you possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, you can use these notes to benefit you in the field.
You have a number of Note Dice equal to twice your proficiency bonus. The dice start as d4s, however they increase to d6s when you reach 5th level in this class, and again to d8s when you reach 11th level.
You can expend these Note Dice in the following ways. You regain all expended Note Dice at the end of a long rest. you can also spend 1 hour to regain one Note Die (this can be done as part of a short rest).
Calculated Strike. You can utilize your notes to pinpoint weak spots and improve the damage you deal. When you hit a creature with an attack roll, you can expend a Note Die, roll it, and add the result to the damage dealt.
Eureka Moment. Sometimes even the smallest notes can inspire genius. When you make an ability check that uses your Intelligence modifier, you can expend a Note Die, roll it, and add the result to the roll.
At 3rd level, you learn additional ways to utilise your notes.
Cautious Combatant. When you take the Dodge or Disengage action, you can expend a Note Die, roll it and add the result to your AC until the start of your next turn.
Rapid Tutoring. As an action or bonus action, you can expend a Note Die to take the Help action. You roll the die and add the result as a bonus to the ability check or attack roll made by a creature that benefits from the help action.
TBD. As a bonus action, you can expend a Note Die to take the Dodge action. You roll the die and add the result as a bonus to your Armor Class against the next attack made against you.
Scrappy. As a bonus action, you can expend a Hit Die to take the Shove action. You roll the die and add the result as a bonus to the check you make.
Arcane Revision.
Subclasses may ad additional moves like this (Some of these could even be move to subclasses)
Could be level 2 (after all, paladins get divine smite alongside spellcasting and fighting styles at lv2). Maybe simplfy to just int/help at lv2 and let higher levels and subclasses add more options
Move to lv5?
Move all of these to subclasses?
Starting at xth, you can use a whip as if it were a 15ft rope with a grappling hook. In addition, when you hit a creature within a melee attack using a whip, you can use a bonus action to take the Grapple action against them.
Or knock prone
full on Indiana Jones, this could maybe be part of a meme subclass. though tbh, the whipmaster feat and a lenient DM can make that build work easily without this feature.
Starting at 5th level, when you take the Attack action on your turn, you can forgo two attacks and instead perform one special attack. This attack has advantage and scores a critical hit on a 19 or higher. In addition, if the attack hits, you can add your proficiency bonus to the damage of the attack.
(Maybe just an "As an action" feature rather than saying extra-attack-but-not)
Starting at xth level, you can use an action to rapidly study your notebook and memorise useful formulas and trivia. You have advantage on the next ability check you make that uses your Intelligence modifier.
Features for int (maybe wis) based skills
Arcana
Learn one cantrip from wizard list
Generate spell slot
History
Investigation
Nature
Religion
Starting at 1st level, you possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, you can use these notes to benefit you in the field.
During your adventures, you can generate Note Dice/Points. The maximum number of unexpended Note Dice/Points you can have at once is equal to 1 + your proficiency bonus.
You can generate Note Dice/Points in the following ways:
Study Session. Over the course of an hour you can study, practice or meditate to generate 2 Note Dice/Points. You can do this as light activity during a short or long rest, however, you can do it no more than twice duting a long rest.
Inspired Study. As an action you can expend inspiration to generate 2 Note Dice/Points.
Arcane Assisted Study. As an action you can expend a spell slot to regain expended Note DiCe/Points equal to the level of the slot expended.
Multithreaded Study. Once per turn, when you have advantage on an ability check or attack roll that uses your proficiency, and you don't also have disadvantage, you can forgo the advantage and divert part of your focus to study target or surroundings. You generate 1 Note Die/Point. some limitation to avoid just grinding out of combat
Some of these may be higher level or subclass specific.
Starting at 1st level, you can use your Note Dice/Points in the following ways:
Calculated Strike. You can utilize your notes to pinpoint weak spots and improve the damage you deal. When you hit a creature with an attack roll, you can expend a Note Die, roll it, and add the result to the damage dealt.
Eureka Moment. Sometimes even the smallest notes can inspire genius. When you make an ability check that uses your Intelligence modifier, you can expend a Note Die, roll it, and add the result to the roll.
Starting at 1st level, you possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, you can use these notes to benefit you in the field.
During your adventures, you can generate Note Dice/Points. The maximum number of unexpended Note Dice/Points you can have at once is equal to 1 + your proficiency bonus.
You can recover expended Note Dice/Points in the following ways:
You can spend time studying as light activity during a short or long rest. You recover 2 expended Note Dice/Points at the end of a short rest or 4 at the end of a long rest.
As an action, you can expend a spell slot to regain expended Note Dice/Points equal to the level of the slot expended.
When you have advantage on an ability check or attack roll that uses your proficiency, and you don't also have disadvantage, you can forgo the advantage and divert part of your focus to study target or surroundings. You recover 1 expended Note Die/Point.
Starting at 1st level, you possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, you, and only you, can use these notes to benefit you in the field.
You have a number of Note Points equal to your Lorehunter level, which you can spend on your Studied Techniques listed below. You learn additional techniques at later levels in this class. You can recover expended Note Points in the following ways:
You recover all expended Note Points whenever you finish a long rest.
You recover a number of expended Note Points equal to your proficiency bonus whenever you finish a short rest. You must spend at least 2 hours of the rest studying to recover these points.
As an action, you can expend a spell slot to regain a number of expended Note Points equal to the level of the slot expended. You must spend at least 30 minutes of the rest studying to recover these points.
When you have advantage on an ability check or attack roll that uses your proficiency, and you don't also have disadvantage, you can forgo the advantage and divert part of your focus to study your target or surroundings. You recover 1 expended Note Die/Point. need some (uncomplex) way to prevent abusing this (once per sr/hour?), I still kinda want this to be the main way to recover them.
Studied Techniques
Calculated Strike. You can utilize your notes to pinpoint weak spots and improve the damage you deal. When you hit a creature with an attack, you can expend a Note Point to deal additional damage equal to twice your Intelligence modifier. (extra die instead?)
Eureka Moment. Sometimes even the smallest notes can inspire genius. When you make an ability check that uses your Intelligence modifier, you can expend a Note Point to add a 1d6 bonus to the roll.
bug based
could be subset of zoologist
Vehicle or tool specialist
Specialises in dreams, gets some extra bonuses during rests
Some telepathy based stuff
Something for the time based subclasses
Historian?
Maybe forensic style, they can track whomever created a particular wound or effect, even if they are no longer visible
Really good at determing age of things
Cast certain actions spells as reactions?
the divination spells tied to Arcane Awareness
healing
Two bonus action spells with the same bonus
Maybe just some extra bonus actions like thief or timeless
bonus action extra attack
Focused on energy; creating, destroying and manipulating it
a bunch of fire and cold (maybe lightning) spells
can transmute certain damage types
kept here in case I want to reuse them
Starting at 6th level, you can use a bonus action to take the Help or Use an Object action.
At 1st level, choose up to two of the following skills with which you are proficient; Arcana, History, Investigation, Medicine, Nature, Religion or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Maybe something like an int based reliable talent at higher levels?
Starting at 1st level, you can utilize your knowledge to pinpoint weak spots and improve the damage you deal with weapons. Once per turn, when you hit with a weapon attack or unarmed strike, you can add a bonus to the damage roll equal to your Intelligence modifier.
This could be moved to a spell instead (like smite or hunter's mark)
Higher level?
You possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, you can use these notes to benefit you in the field.
TBD, you gain a Note Die, which is d4. The die increases when you reach certain levels in this class: to d6s at 6th level and to d8s at 14th level.
Whenever you make an attack roll or ability check that uses your Intelligence modifier, you can expend a Note Die, roll it, and gain a bonus to the roll equal to the result.
Alternatively, when you hit a creature or object with an attack, and you have advantage on the attack roll, you can expend a number of Note Dice, roll them, and deal extra damage to the target equal to the result.
no idea how this works, i just think a notebook with mechanical uses would be fitting. It it NOT a spellbook, though maybe it can be a focus
Bonus to INT checks
Inspiration style feature where you earn points and can then use them to gain advantage/bonus to rolls
Replicate a spell or magic effect you witness
You possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, you can use these notes to benefit you in the field.
At the end of a long rest, you can choose a number of your skill, tool or instrument proficiencies equal to your proficiency bonus, to note in your book. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make that uses one of the chosen proficiencies.
maybe a subclass feature that allow one weapon? (maybe another that enhances spell attacks from a certain school)
Optional feature that replaces Scholarly Expertise
At 1st level, work with your DM to decide a particular field of academic study which your character is highly knowledgeable in. For example, this could be the history of a particular civilization, the anatomy and behaviors of certain kinds of creatures, or a specific school of magic.
When you make an Intelligence or Wisdom check related to your field of study, you may add your proficiency bonus to the roll. If you already add your proficiency bonus, it is doubled for this roll.
You possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, you can use these notes to benefit you in the field.
You have a number of Note Points equal to your lorehunter level. You regain all expended Note Points when you finish a long rest.
You learn two following TBD
Breakthrough. Whenever you roll d20 for an ability check that uses your Intelligence modifier, and you roll a 20, you regain one expended Note Point.
Quick Study. During a short rest, you can expend a number of Hit Dice to regain expended Note Points equal to the number of Hit Dice expended.
Eureka. Whenever you expend a Note Point to grant a bonus to an ability check, attack roll or damage roll, and you roll the maximum value on the bonus die, you can add one additional die to the bonus you give. you can do this once per roll.
Calculated Precision. When you make an attack roll, you can expend 1 Note Point to gain a 1d6 bonus to the attack roll.
Calculated Damage. When you hit a creature or object with an attack roll, you can expend a number of Note Points to deal an extra d6 of damage to target for each point expended.
Calculated Effort. When you make an ability check that uses your Intelligence modifier, you can expend 1 Note Point to gain a 1d6 bonus to the roll.
You possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, you use this notes to benefit you in the field.
You have a number of Note Dice equal to your proficiency bonus. The dice start as d4s, however
Somehow allow increasing one die size, to max of d12. Then when they are used, they revert to d4.
Eg.
1. You have 2 d4s
2. TBD happens, you can chose to increase one of the d4s to a d6
3. TBD happens again, you can choose to increase the d4 to a d6 or the d6 to a d8
3. TBD happens, you can expend either of the dice and revert it back to a d4
You possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, you use this notes to benefit you in the field.
You have a number of Note Dice equal to twice your proficiency bonus. The dice start as d4s, however they increase to d6s when you reach 5th level in this class, and again to d8s when you reach 11th level. You can expend these Note Dice in a number of ways. You regain all expended Note Dice at the end of a long rest.
During a short rest you can expend one or more Hit Die and regain Note Die equal to the number of Hit Die expended.
Eureka. When you make an attack roll or ability check that uses your Intelligence modifier or your proficiency bonus, you can expend a Note Die, roll it and add the result to the roll.
Tutor. When you take the Help action to grant a creature advantage on an ability check or attack roll, you can expend on Note Die, roll it and add the result to the roll.
Use inspiration to regain a note die?
Eureka. Expend die to gain bonus to INT check.
Dodge. Expend a Note Die to dodge as a bonus action, add the result to your AC.
Shove. Expend a Note Die to shove as a bonus action, add the result to the check.
Help. Expend Note Die to take Help action as bonus, add result to check/attack.
Ways to regain:
All during LR
Spend 1hr to regain 1, this can done during a short rest
Expend hit die?
Expend inspiration as action to regain 1
Gain 1 on nat 20 Int check?
You possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, you use this notes to benefit you in the field.
You have a number of Note Dice equal to twice your proficiency bonus. The dice start as d4s, however they increase to d6s when you reach 5th level in this class, and again to d8s when you reach 11th level.
You can expend these Note Dice in the following ways. You regain all expended Note Dice at the end of a long rest. you can also spend 1 hour to regain one Note Die (this can be done as part of a short rest).
Cautious Combatant. When you take the Dodge or Disengage action, you can expend a Note Die, roll it and add the result to your AC until the start of your next turn.
Eureka Moment. When you make an ability check that uses your Intelligence modifier, you can expend a Note Die, roll it and add the result to the roll.
Familiar Arcana. When you make a saving throw against a spell, and you have that same spell prepared, you can expend a Note Die, roll it, and gain a bonus to the saving throw equal to the result rolled.
This one should
Rapid Tutoring. As an action or bonus action, you can expend a Note Die to take the Help action. You roll the die and add the result as a bonus to the ability check or attack roll made by a creature that benefits from the help action.
TBD. As a bonus action, you can expend a Note Die to take the Dodge action. You roll the die and add the result as a bonus to your Armor Class against the next attack made against you.
Scrappy. As a bonus action, you can expend a Hit Die to take the Shove action. You roll the die and add the result as a bonus to the check you make.
I don't hate this one now. it could be used alongside expertise. It could also be enhanced by subclasses (e.g. paleontologist can improve dino attacks, antiquarian can improve smites)
Invocation/maneveur-like Notes
Starting at xth level, when you fail an ability check in which you add twice your proficiency bonus, you can use a reaction to reroll the d20. You must then take the result of the new roll.
You possess a collection of dense notes, perhaps in a single well organized book or perhaps scattered in loose scraps across your person. Regardless, the notes are written in such a way that you, and only you, can quickly refer to them in useful situations. It may take others hours to understand them, if they manage at all.
You can record notes about certain proficiencies you possess. While holding your notebook, your proficiency bonus is doubled for any ability check you make that uses one of the recorded proficiencies.
When you create the notebook, you choose two skills, tools, instruments or vehicles with which you are proficient and record them in the notebook. If your book is lost or destroyed, you can create a new one at the end of your next long rest, destroying the previous book and choosing two proficiencies again.
On your travels you may encounter creatures and documents that may grant you additional expertise in a particular a skill, tool, instrument or vehicle with which you are proficient. A creature must have a feature that doubles their proficiency bonus with the chosen proficiency and must share a language with you. A document may be any suitable document that the DM decides contains expert level knowledge of the chosen proficiency, such as another lorehunter's notebook, and is written in a language you understand. Either way, you must spend at least 2 hours and 50gp worth of materials studying with the creature or document, which must remain within 10 feet of you for the duration. At the end of the duration, you must make a DC10 Intelligence check to successfully record notes in your book. On a fail, the notes are useless, and you must expend more time and gold to make another attempt.
The DC for the intelligence check increases by 5 for every successful recording. Removing and destroying the notes for a particular proficiency from the book reduces the next DC by 5, however, doing so means you no longer gain the benefits for the destroyed proficiency.
Sometimes specialist knowledge of a particular topic is more useful than general knowledge in a skill or device. If your DM allows, you can record a specialist topic in place of a proficiency in your Notebook. Once a topic is within your notebook and you are holding it, your proficiency bonus is doubled for any ability check you make that may utilize your specialist knowledge of this topic
Work with your DM to define the scope and depth of the topic. This could be knowledge of a particular faction, including its history, politics and laws; it could be knowledge of a particular deity or being and their followers; it could be knowledge of the anatomy and behaviours of particular kinds of creatures; it could be knowledge of a particular school of magic or any other topic you and your DM deem appropriate.
For example, you may study demons and posses expert knowledge about them. With the demon topic in your book, you may double your proficiency for checks made to identify, track or recall lore about creatures with the demon tag.
Martial focused subclass can add specific weapons (or just give them 2) into the book
Magic focused subclass can add spell attack from a certain school to the book
(maybe just add prof to damage for both these)
Caveat about not being able to use someone else's notebook without transcribing?
Maybe change to scaling Note Die rather than double prof?
higher level feature to make book indestructable and/or teleport to hand with an action
higher level feature to add expertise for things you are not proficient in?
Higher level feature to allow others to use book (or copy) to gain bonus to the rolls