Base Class: Sorcerer
As magic progresses, patterns form. Certain spells are cast over and over and over again. Magic becomes so engraved that the weave becomes embedded into the world we live in. Like carvings etched in stone, these magical lines of magic cast again and again yet lingers with potential. For repetition only strengthens the will of the Weave.
And certainly, this can be used.
Used by those individuals who, due to their birth or their exposure, to experimentation or forceful meddling, can see the lines that are drawn in the world.
Pull from them
Cast out of them
Deepening. Growing. Like an unending, unquenching hydra, constantly growing, constantly drawing more in. Those with this ability are simply known as Leyline Conductors.
Leyline Spellcraft
You learn additional spells when you reach certain levels in this class, as shown on the Leyline Spellcraft table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer, warlock, or wizard spell list.
Leyline Spellcraft
| Sorcerer Level | Spells |
|---|---|
| 1st | Chaos Bolt, Detect Magic |
| 3rd | Arcanist's Magic Aura, Rime’s Binding Ice |
| 5th | Call Lightning, Tiny Hut |
| 7th | Otiluke's Resilient Sphere, Mordekainen's Private Sanctum |
| 9th | Teleportation Circle, Bigby's Hand |
Mana Font
At 1st level, you are able to replicate spells from the leylines commonly cast from those who came before you.
You learn a 1st level sorcerer or wizard spell. It counts as a sorcerer spell for you, and you may cast that spell once without expending a spell slot.
Once you cast this spell, you cannot cast it again this way again before finishing a long rest.
You may also cast this using spell slots you have.
When you acquire a level in this class, you can replace this spell for a differnt one of the same level.
Lay down the Lines
At 6th level, your repeated casting and work with the leylines has allowed you to develop lines of your own, which you may enforce unto the world to strengthen your magical capacity.
As a bonus action, you may set your own personal Ley Lines.
This magical effect covers a 10ft radius area centered where you stand upon using it, and lasts for 1 minute or until you end your turn outside of the Ley Lines.
If you start your turn inside the Ley Lines, you may spend 1 less Sorcery Point to create a spell slot with flexible casting until the start of your next turn.
Furthermore, when you start your turn in your Ley Lines and you damage any creatures with a spell you cast, you can deal an additional 1d8 damage to the affected creatures. Each creature can only take this extra damage once a turn.
Once the Ley Lines are placed, you cannot set them down again unless you spend 3 sorcery points, or finish a long rest.
Mana Ward
At 14th level, your ability to draw from the lines has taught you to use that prowess to pull from the Weave in times of peril.
As a reaction to taking damage, you may expend one spell slot and reduce damage equal to 3 times the spell slot’s level.
If you start your turn within your leylines, you may reduce damage in this way equal to 6 times the spell slot’s level until the start of your next turn.
Flaring Might
At 18th level, you can force the leylines into a cascade of magical energy into your spells, exploding forth rapidly for devastating effect.
If you start your turn in your Ley Lines, you gain the following benefit until the start of your next turn:
Once per turn, when you cast a spell from 1st to 5th level that deals damage, you may spend 2 sorcery points.
If you roll the highest number possible on any of the dice, you may choose to roll it again and add that roll to the damage, up to a number of times equal to your charisma modifier
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