Prerequisite: Requires Charisma of 13 or higher
You see Ley lines and can draw on their power. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You can sense the presence of every ley line within 1 mile of your location. If you have line of sight to the line itself, it’s visible to you in some obviously magical fashion.
- When you finish a short rest within 1 mile of a ley line, you can regain one expended spell slot whose level is no higher than your spellcasting ability modifier (minimum of 1st level). You can’t use this ability again until you finish a long rest.
- You can tap ley lines for their inherent power. When a spell is cast within 30 feet of a ley line, you can tap the line’s power to augment your magic. This requires a successful ability check using your spellcasting modifier but without including any proficiency bonus. The DC of the check equals 10 + the level of the spell being cast. A successful check harnesses the power of the Ley line, and the spell is modified according to the line’s intensity (weak, strong, or titanic). If the check fails but the result is within 4 of the DC, the spell is cast normally with no bonus effect and no penalty. If the check fails by 5 or more, the spell is cast normally but you suffer backlash. When a ley line is tapped successfully, you roll 1d10 and consults the table corresponding to the Ley line’s intensity (weak, strong, or titanic).
WEAK LEY LINE EFFECTS (D10)
Effect 1 If your spell attack misses or if the target makes a successful saving throw, you can choose a new target within 10 feet of the original target and within range. Make a new attack roll with disadvantage, or the new target makes a saving throw with advantage.
2 You can delay the effect of your spell for up to 5 rounds. Choose how many rounds you want the spell to delay at the moment it's cast. The spell takes effect at the start of your turn that many rounds later. All parameters regarding the spell's targeting, area, color, etc., must be set when the spell is cast, not when it takes effect.
3 If your spell deals acid, cold, fire, lightning, or thunder damage, you can change the damage to one of the other listed types.
4 If your spell affects multiple creatures, choose one. That creature has disadvantage on any saving throw it makes against the spell.
5 Double the range of your spell.
6 A creature that takes cold damage from your spell is restrained until the end of its next turn.
7 Creatures damaged by your spell are also deafened for 1 minute. A deafened creature makes a Constitution saving throw at the end of its turn to end the deafness effect.
8 Cast your spell without verbal components.
9 A creature damaged by your spell is also knocked prone unless it makes a successful Strength saving throw.
10 Roll twice on this table (treat duplicate results as “no additional effect”), or roll once on the Strong Ley Line Effects table.
STRONG LEY LINE EFFECTS (D10) Effect
1 You can reroll a number of damage dice up to your spellcasting ability modifier (minimum of 1).
2 Treat your spell as if it were cast with a spell slot one level higher.
3 Creatures damaged by your spell are also poisoned for 1 minute. A poisoned creature makes a Constitution saving throw at the end of its turn to end the poisoning effect.
4 You regain 1d6 hit points per level of the spell.
5 Your spell ignores damage resistance.
6 A creature that takes acid or fire damage from your spell takes an additional 3d6 damage of the same type at the start of its next turn.
7 Targets of your spell have disadvantage on their saving throws against it.
8 You can choose to exclude any creature you can see from the area of your spell.
9 If your spell has a range of self, you can cast it as a touch spell instead.
10 Roll twice on this table (treat duplicate results as “no additional effect”), or roll once on the Titanic Ley Line Effects table.
TITANTIC LEY LINE EFFECTS (D10) Effect
1 If your spell affects only one target, it instead affects up to six targets of your choice.
2 If your spell affects an area, double the area’s size.
3 Creatures affected by your spell are incapacitated for 1 minute. An incapacitated creature makes a Wisdom saving throw at the end of its turn to end the incapacitation effect.
4 You gain a +5 bonus to your AC until the start of your next turn.
5 Casting your spell this turn uses only a bonus action; you still have an action to use.
6 Creatures immune to the damage of your spell take half damage instead. 7 Treat your spell as if it were cast with a spell slot two levels higher.
8 Concentration on your spell can’t be broken by damage.
9 A creature damaged by your spell is pushed 10 feet away from you and knocked prone. Its speed is reduced to 0 until it makes a successful Constitution saving throw at the start of its turn.
10 Choose one effect listed above.
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