Leyborn

The Weave is not a linear concept. It tends to not follow any of the rules we've come up with for physical or nonphysical entities or resources, so it stands to reason that it acts in mysterious ways. Ley lines, confluences of arcane energy spanning the entirety of the planes, material and other, are frequently a source of arcane abnormalities. These abnormalities can take form in the birth of a Leyborn child; a child born with specific arcane abilities. Unlike Wizards, their core intent doesn't require rigorous study to harness, instead requiring a stronger force of will. Very specific circumstances, such as a child blessed by a Draconic deity or a child born under a rapidly shifting Ley line, lead to Sorcerers of different subclasses, but those born with a particular and direct tie to the arcane as a whole are Leyborn.

### **Natural Affinity**

At 1st level, you gain one additional known Sorcerer cantrip, as well as two additional Sorcerer 1st-level spells. At 6th level, you gain two additional known spells.

### **Arcane Stamina**

At 2nd level, you also gain the ability to tap into your physical stamina to regain arcane stamina. During a short rest, you may spend one hit die, gaining 1d4 as temporary sorcery points. These temporary sorcery points last until they are used, until your next long rest, or until you gain temporary sorcery points from this ability again or another source. This ability can be used once per long rest.

### **Split Concentration**

At 6th level, you gain the ability to split your intent on two demanding spells at once. You can now concentrate on two spells at once, but suffer a -5 penalty to your Armor Class and saving throws while the concentration on the two spells persists. These penalties cease once you're only concentrating on one spell.

When being forced to make a Constitution saving throw to maintain concentration while concentrating on two spells, the first spell cast of the two is the one that is lost on a failure.

This ability can be used an amount of times equal to your Constitution modifier per long rest (minimum of 1).

### **Empowered Metamagic**

At 14th level, you gain one additional Metamagic option of your choice, and can replace one known option with an empowered variant as listed below. You gain one additional empowered replacement at 18th level.

## Empowered Metamagic Options

**Major Careful Spell:** When you cast a spell that forces other creatures to make a saving throw, you can protect creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to twice your Charisma modifier (minimum of 1). A chosen creature automatically succeeds on its saving throw against the spell.

**Major Distant Spell:** When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to triple the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30/90.

**Major Empowered Spell:** When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to twice your Charisma modifier (minimum of one). You must use the new rolls.

You can use Major Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

**Major Extended Spell:** When you cast a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to triple its duration, to a maximum duration of 48 hours.

**Major Heightened Spell:** When you cast a spell that forces creatures to make a saving throw to resist its effects, you can spend 3 sorcery points to give up to two targets of the spell disadvantage on their first saving throw made against the spell.

**Major Quickened Spell:** When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

You may also spend 2 sorcery points to cast a spell with a casting time of 1 bonus action to a free action, to a maximum of once per turn.

**Major Twinned Spell:** When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (cantrips have no cost).

To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.