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Ley Lines, part 5

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Ley Lines, part 5

“Ley Lines can bring great power to the fortunate ones who can tap their power . . . and disaster and ruin to the unfortunate ones who overreach.”

—Book of Ebon Tides

There are those who use the ley lines to reach their goals, achieve their plans, and win glory, wealth and power for themselves or their factions—and not all of them are wizards.

New Ranger Archetype: Ley Line Walker

Ley Line Walkers recognize ley lines as the arteries of both the natural and supernatural worlds. They walk the paths between the two with knowledge and power over ley lines and shadow paths.

Walk in Power and Shadow

At 3rd level, you gain the ability to teleport as a bonus action. You may teleport up to 30 feet into any unoccupied space that you can see. You may use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

At 10th level, the range becomes 60 feet. At 17th level, the range becomes 120 feet, and you may use it as a reaction when damaged by a melee attack or a spell attack with a range of touch.

Tap the Power

At 7th level, choose one of the following abilities.

Arcane Movement. You can cast jump or longstrider, in any combination, a number of times equal to your proficiency bonus. Casting these spells does not use a spell slot or require any material components. They are both cast as if using a 4th-level spell slot, and the duration of either spell is 1 hour. You regain any expended uses when you finish a long rest.

Arcane Resistance. You gain advantage on saving throws to resist any spell or magical effect that inflicts the following conditions: blinded, charmed, deafened, frightened, paralyzed or stunned.

Arcane Shield. You can cast shield a number of times equal to your proficiency bonus. Casting it does not use a spell slot. The duration is concentration, up to 1 minute. You regain any expended uses when you finish a long rest.

Arcane Evasion

At 11th level, when you make a saving throw against a damaging magical attack with an area of effect (such as fireball, flame strike, or a dragon’s breath weapon), you take no damage on a successful save, and half damage on a failure.

Arcane Dexterity

At 15th level, you gain advantage on your Arcane Evasion saving throws. Furthermore, opportunity attacks against you have disadvantage.

New Sorcerous Origin: Ley Line Nexus

Your innate magic comes from your arcane association with ley lines. Perhaps you were born at the crossing of two titanic ley lines, or you were an infant that was to be sacrificed at a dark temple on a corrupted ley line. Perhaps you have the elven blood of a mighty geomancer of old. Regardless, your power derives from the arcane might of ley lines, and your magic is strongest when you are near or tapping one.

Arcane Bloodline

At 1st level, you learn two additional cantrips and one additional 1st-level spell (for a total of six cantrips and three 1st-level spells).

Arcane Prodigy

At 1st level, you also gain the metamagic ability Careful Spell, and you can use it in combination with another metamagic ability, if applicable, without using a sorcery point. You may also ignore any material component requirements of any spell cast, for components costing less than 500 gp.

Arcane Infusion

At 6th level, you may spend two sorcery point to add your proficiency bonus as a damage modifier to one type of elemental attack spells (such as acid, force, lightning, necrotic, radiant, thunder, etc.), but not a weapon attack (slashing, etc.) for one hour. You also gain immunity to that type of elemental attack type for one hour. You may do this once per long rest.

Ley Line Adept

At 14th level, you gain advantage on all rolls to tap a ley line, and the ley line is considered “locked” for you, i.e., you can choose the metamagic bonus or other bonus effect (such as from the Midgard Heroes Handbook) granted, instead of it being chosen randomly.

Arcane Apotheosis

Starting at 18th level, you may spend five sorcery points to maximize the damage of every attack spell you cast for 1 minute (i.e., if you cast a fireball with a 3rd-level spell slot, it automatically inflicts 48 fire damage). You may also have up to three spells that require concentration active at the same time for the 1-minute duration of this effect. You must still make Constitution saving throws to avoid losing concentration on these spells during the effect. At the end of the duration, you may choose one spell to remain, while the other two end their effects immediately.

See what has come before in this series!

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