Base Class: Wizard
Leyline Evocation is a niche form of magic, used by various elven and advanced races (although all races have been seen using this magic) whom harness power directly from elemental walkways, leylines and planar dimensions. These caster's have a rich history in using channelled power and forming powerful spells used to create major damage against any foe who dare walk in their way.
These wizards come from the cities and forests of Ihonas, a region in an old forgotten continent, but the word and use of this magic has spread far and wide throughout most to nearly all continents. These wizards start off as evocation wizards in study, but go on to learn how to break free from standard magic and use power from all around them to fight alongside allies.
Direct Connection
Beginning when you select this subclass at 2nd level, you have an advantage on Arcana checks with magical items, and magical knowledge connected to the elements.
Leyline Protection
Beginning at 2nd level, you can choose a resistance of choice after a short or long rest.
This increases to 2 Resistances at 6th level, and 3 Resistances at 14th level. At higher levels (10th, 14th), you can change this to one temporary immunity instead of resistances. You cannot mix immunities and resistances with this feature.
Elemental Rupture
Starting at 6th level, you can reroll to hit a creature once an attack has already hit. If you roll an attack higher to your previous roll, you deal and extra 1d8 damage to said creature. If the roll is lower, and/or you do not hit the creature, your spell fails and the spell slot is consumed.
This increases to 2d8 at 10th level, and 3d8 at 14th level.
Empowered Channelling
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard spell you cast. This does not add with Elemental Rupture damage.
Leyline Imbuement
Starting at 14th level, you can imbue your weapons or an ally's with an element of your choice. (acid, cold, fire, lightning, necrotic, poison, radiant or thunder). Imbuements are locked to one element for all uses. This ability costs an action and/or bonus action to use.
This imbuement deals an additional 2d12 on top of the weapon's damage rolls. This imbuement is not permanent, and ends when the caster of them takes a rest.
Previous Versions
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