Ley-Touched

*While most magicians in the world must undergo some form of study or training, the Ley-Touched are a curious exception. These individuals have blood that is infused with pure ley energy, allowing them to cast magic innately, without the use of talismans or tried-and-true techniques. While they do not reach the heights of magic that some magicians do, their unique casting style allows them to explore magic in ways never before seen by others.*

## Class Features

As a ley-touched, you gain the following class features.

##### Hit Points

* **Hit Dice:** 1d8 per ley-touched level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per ley-touched level after 1st

##### Proficiencies

* **Armor:** Light armor
* **Weapons:** Simple melee and ranged weapons, pocket pistols
* **Tools:** None
* **Saving Throws:** Constitution, Charisma
* **Skills:** Choose two from Animal Handling, Arcana, Deception, Insight, Intimidation, Medicine, Perception, Performance, Persuasion, Nature, and Religion

##### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* a duster and a dagger
* (a) a pocket pistol and 20 rounds or (b) any simple weapon
* (a) an entertainer's pack or (b) an explorer's pack

### Spellcasting

Your ley-infused blood fuels your spells, allowing you to pull off amazing magical feats using nothing but your own willpower, meaning you do not require an arcane focus or material components that do not have a cost to cast spells.

##### Cantrips

At 1st level, you know four cantrips of your choice from both the Arcane and Primal spell lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ley-Touched table.

##### Spell Slots

The Ley-Touched table shows how many spell slots you have to cast your ley-touched spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot.

##### Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from both the Arcane and Primal spell lists.

The Spells Known column of the Ley-Touched table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from either the Arcane and Primal spell lists, which also must be of a level for which you have spell slots.

##### Spellcasting Ability

Charisma is your spellcasting ability for your ley-touched spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a ley-touched spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier

**Spell attack modifier** = your proficiency bonus + your Charisma modifier

### Aberrant Expression

At 1st level, you manifest your magical ability in your own unique manner, expressing it via techniques that only you might understand. Your choice grants you features at 1st level, and again at 6th, 10th, and 14th level.

* Shifter
* Vocalist
* Wild One

### Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by ley points, which allow you to create a variety of magical effects.

* **Ley Points.** You have 2 ley points, and you gain more as you reach higher levels, as shown in the Ley Points column of the Ley-Touched table. You can never have more ley points than shown on the table for your level. You regain all spent ley points when you finish a long rest.
* **Flexible Casting.** You can use your ley points to gain additional spell slots, or sacrifice spell slots to gain additional ley points. You learn other ways to use your ley points as you reach higher levels.
	+ **Creating Spell Slots.** You can transform unexpended ley points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
	+ **Converting a Spell Slot to Ley Points.** As a bonus action on your turn, you can expend one spell slot and gain a number of ley points equal to the slot’s level.

 1st
 2nd
 3rd
 4th
 5th

### Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another two more at 10th and 18th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

#### Magical Versatility

Whenever you reach a level in this class that grants you the Ability Score Improvement feature, you choose one of the following, representing the magic within you flowing in new ways:

* Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
* Replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the Arcane or Primal spell lists.

### Ley Luck

At 5th level, you can tap into your inner wellsping of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 ley point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

### Potent Caster

At 5th level, you can add your Charisma modifier to damage rolls for spells that you cast.

### Magicsense

At 15th level, you are always under the effects of the *detect magic* spell.

Additionally, spell attacks against you can’t have advantage, and you can’t have disadvantage on saving throws against spells and magical effects.

### Living Ley Line

At 20th level, the ley point costs for creating spell slots are all reduced by 1.

In addition, whenever you start your turn with no ley points, you regain 1 ley point.