Conduit

With the flick of her wrist, orange luminous lines shoot forth from a human’s palm, arcing around her allies in the same movement as her wrist and striking her foes. Swiftly, she then thrusts a helix of orange towards the enemy in front of her.

Thirty feet away, a half-elf man wielding dual scimitars, each glowing blue, slashes a cold feeling across his enemies. Magic sparks are emitted with each of his strikes.

Completing the triangle is another human lady, eyes glowing gold. Nothing passes her impenetrable wards, and those whose souls are lost in the crossfire will be saved.

We are untouchable. We are conduits.

Avatars of the Arcane

A conduit is someone whose connection to magic is not that of a type of magic school, or coming from a deity. Magical energy can be found anywhere. You must learn to connect your own energy to the energy of the universe to demonstrate it in a noticeable fashion. To you, magic is an art form, and a lifestyle. For some, it is their very way of living.


The Aether

The ether (or aether) is an energy which comes from the Ethereal Plane. The ether allows you to harness the most basic arcane magic, and move from there. However, your magic is, for the most part, energy. By conducting magic through ether, you are limited from illusory magic, prayers, etc. The ether is related to electromagnetics, but in your case, you can harness that energy for your physical, mental, emotional and spiritual needs.

Creating a Conduit

You may work with your DM on how you became a conduit. Maybe you have a unique connection to magic, or a unique ancestry allowing for this connection to magic. Maybe you are pantheistic, or perhaps you had a mentor who taught you about the ether. You may even have all of these traits. Maybe you were destined to play your part in the story of everything and nothing.

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The Conduit


Level Prof. Bonus Features Cantrips Known Spells Known Ether Points Augm. K.
1st +1 Aether Magic, Augmentation 3 2 1 1
2nd +2 Arcane Wheel 3 3 2 1
3rd +2 Variety Feature 3 4 3 1
4th +2 Ability Score Improvement 4 5 4 1
5th +2 4 6 5 2
6th +2 Variety Feature 4 7 6 2
7th +3 Physical Self 4 8 7 2
8th +3 Ability Score Improvement 4 9 8 2
9th +3 4 10 9 3
10th +3 Mental Self, Recover Ether 5 10 10 3
11th +3 Variety Feature 5 11 11 3
12th +4 Ability Score Improvement 5 11 12 3
13th +4 Emotional Self 5 12 13 3
14th +4 5 12 14 4
15th +4 Spiritual Self 5 13 15 4
16th +4 Ability Score Improvement 5 13 16 4
17th +5 Variety Feature 6 14 17 4
18th +5 5 14 18 5
19th +5 Ability Score Improvement 5 15 19 5
20th +5 Variety Feature 5 15 20 5

Class Features

As a conduit, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per conduit level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per conduit level after 1st

Proficiencies


  • Armor: Light armour
  • Weapons: Simple weapons, hand crossbows, scimitars, shortswords
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Arcana, Deception, Insight, Persuasion, and Stealth

Equipment

See page 12 for starting equipment.

Aether Magic

As a conduit of ethereal energy, you can cast conduit spells. See Chapter 10 of the PHB for the general rules of spellcasting and pages 7-8 for the conduit spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the conduit spell list. You learn additional conduit cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Conduit table. Certain class features may also grant you additional cantrips.

Ether Points

The Conduit table shows how many ether points you have to cast your spells of 1st level and higher. To cast one of these conduit spells, you must expend a number of ether points equal to the spell's level. The Max Spell Level column in the Conduit table shows how many ether points you can combine per casting of a spell. You regain all expended ether points when you finish a long rest.

For example, if you know the 1st-level spell burning hands and you want to cast it as a 2nd-level spell, you must spend 2 ether points.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the conduit spell list.

The Spells Known column of the Conduit table shows when you learn more conduit 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 conduit spells you know and replace it with another spell from the conduit spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your conduit spells, since the power of your magic relies on your ability to project your will into the world, as well as on your ability to connect your physical, mental, emotional and spiritual self to the ethereal plane. You may call this the Medicine Wheel. 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 conduit 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

Spellcasting Focus

You can use a crystal of any specified colour (found in chapter 5 of the PHB) as a spellcasting focus for your conduit spells.

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Augmentations

Starting at 1st level, you may choose from a list of augmentations to augment your spells and abilities. See pages 5-6 for the list of augmentations.

You gain another augmentation at 5th level, and again at 9th, 14th, and 18th levels.

Arcane Wheel

At 2nd level, your connection to the aether has allowed you to augment your abilities. You may choose one skill from among the physical (Acrobatics, Athletics), mental (Investigation, Perception), emotional (Insight, Performance), or spiritual (Religion) domains, or simply the ethereal energy (Arcana). You gain proficiency in that skill, or double proficiency if you are already proficient in it.

You may alternatively choose two skills from the list and add 1/2 of your proficiency bonus (rounded down) to those skills, whether you have proficiency or not. This feature does not stack with Expertise or any other effect that provides double proficiency.

Conduit Variety

Conduits are a versatile bunch, but each is a variety of a specialized skillset. When you reach 3rd level, choose one among the Oracle, Spellslinger, or Sword Dancer varieties. You gain archetype features at 3rd, 6th, 11th, 17th, and 20th levels. See pages 4-5 for descriptions and the list of features for each variety.


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.

Physical Self

At 7th level, you develop the ability to augment your Strength and Dexterity at times when you need them the most. You can add half of your proficiency bonus (rounded down) to Strength saving throws if you are not already proficient in them.

Mental Self

At 10th level, you develop the ability to augment your mental resistance and capabilities when you need them the most. You can add half of your proficiency bonus (rounded down) to Intelligence saving throws if you are not already proficient in them.

Recover Ether

Additionally at 10th level, when you finish a short rest and you have less than 4 ether points left, you regain ether points until you have 4 ether points.

Emotional Self

At 13th level, you develop the ability to augment your wisdom and resistance to magical effects when you need them the most. You can add half of your proficiency bonus (rounded down) to Wisdom saving throws if you are not already proficient in them.

Spiritual Self

At 15th level, you develop the ability to augment your constitution when you need it the most, and by completing the medicine wheel, you also develop a healthy spirit, providing you with a stronger immune system and better physiological health. You can add half of your proficiency bonus (rounded down) to Constitution saving throws if you are not already proficient in them.

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Conduit Varieties

Oracle

A conduit of the gods. Oracles act as beneficiaries of divine power. Rather than relying on a god for their magic, they rely on the aether.

Disciple of Life

Starting at 3rd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains hit points equal to 2 + the spell's level.

Channel Aether: Preserve Life

At 6th level, you can channel the aetherial energy of the multiverse to heal the badly injured.

As an action, you spend 1 ether point to generate healing energy that can restore hit points equal to three times your conduit level. Choose any number of creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

You can use this feature once, and you regain your use after finishing a short or long rest.

Blessed Healer

At 11th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points equal to a creature other than you, you regain hit points equal to 2 + the spell's level.

Charge Divinity

At 17th level, you can channel the aetherial energy of the multiverse to charge your healing spells with divine power. When you cast a healing spell of 1st level or higher, you may spend 1 ether point to use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Augment Fate

When you reach 20th level, as an action, you can spend 1 ether point to bless a target creature or a group of creatures (up to a maximum of eight) that you can see within 60 feet of you.

Once within the next 8 hours, a blessed creature can use your blessing to reroll a failed ability check, saving throw, attack roll, or death saving throw. Once a creature uses the blessing, it is gone for the group until another is placed.

Spellslinger

Spellslingers are practiced individuals. They have developed a skill for combat with their magic, shooting puffs of magic for the long run, or getting ready for a supernova.

Additional Augmentations

When you choose this variety at 3rd level, you gain one additional augmentation feature of your choice.

At 11th level, and again at 17th level, you gain one additional augmentation feature of your choice.


Potent Spellcasting

At 6th level, you become more proficient with your basic spells in combat. You can add your Charisma modifier to the damage you deal on a hit with any conduit cantrip.

Spell Critical

At 20th level, your spell attacks score a critical hit on a roll of 19-20.

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Sword Dancer

Sword dancers have an art for magic and weaponry. Skilled in the martial arts, these conduits are always ready for close-quarters combat.

Additional Augmentation

Additionally at 3rd level, you gain an additional augmentation feature of your choice.

Sword and Ward

At 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. This weapon must be light or finesse, and you must be proficient with it.

Energy Weapon Bond

When you reach 11th level, you learn a ritual that creates a magical bond between yourself and one energy weapon. You can perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. To complete this bond, you must use a crystal of any type and colour to place inside a hilt of your choice.

Once you have bonded the crystal, the hilt, and yourself to each other, you can wield the hilt and, as a bonus action, activate/deactivate the weapon. The weapon may be a dagger, quarterstaff, scimitar, or shortsword, and it glows the colour of the crystal inside the hilt. The damage type of this weapon depends on the colour of the crystal. For cool-coloured crystals, it is cold. For warm-coloured crystals, it is fire. For white, light gray, brown, and clear-coloured crystals, it is thunder. For dark gray and black crystals, it is necrotic. If you have the Charged Blast augmentation feature, you have the option to change your damage type to force or lightning. The weapon still slashes, pierces, or bludges, despite it being of another type.

You can have a bond with up to two energy weapons. A bond may be broken if the weapon is broken, or you form a new bond with another weapon past your second.

Augmented Strikes

At 17th level, you may spend 1 ether point to reroll a damage die of a weapon attack you make. You can do this once per turn.

Blade Fury

At 20th level, on your turn, after making a weapon attack, casting a cantrip, or casting a transmutation spell on yourself or a weapon, you may spend 5 ether points to attack twice as a bonus action on your turn with a light or finesse melee weapon you are proficient with.

If you have the Swift Strike augmentation feature, the cost of this feature is reduced to 4 ether points.

Augmentations

If an augmentation has prerequisites, you must meet them to learn it. You can learn the augmentation at the same time you meet its prerquisites. If an augmentation has a spell prerequisite, it must be known to use it as well as to learn it. Replacing a prerequisite spell with another will disable the augmentation until the spell is learned again.

Agile Reflexes

Prerequisite: reflex spell. You can cast reflex using 1 ether point.

Arcane Initiate

You gain 2 wizard or conduit cantrips of your choice and proficiency in arcana if you do not have it already. These cantrips count as conduit cantrips.

Arcane Sensory

You learn the detect magic spell and can cast it once per short or long rest without expending ether points.

You may take this feature a second time to be able to cast detect magic at will.

Beam of Frost

Prerequisites: Spellslinger variety, ray of frost cantrip. When you cast ray of frost, its range is 90 feet.

Charged Bolt

Prerequisites: Spellslinger variety, arc bolt cantrip. When you cast arc bolt, you may change the damage type to force or lightning.

Chromatic Bolt

Prerequisite: arc bolt cantrip. When you cast arc bolt, you may change its damage type based on the crystal's colour. For cool-coloured crystals, it is cold. For warm-coloured crystals, it is fire. For light gray, white and clear-coloured crystals, it is thunder. For dark gray and black-coloured crystals, it is necrotic.

Energy Ward

Prerequisites: Oracle variety, blade bard cantrip. When you cast blade ward, you can spend 1 ether point to also grant resistance to cold, fire, force, lightning, radiant, and thunder damage.

Enlightenment

Prerequisites: Oracle variety, 14th level. You gain proficiency in Strength and Intelligence saving throws.

You can choose this augmentation a second time at 18th level to gain proficiency in Wisdom and Constitution saving throws.

Explosive Bolt

Prerequisite: Spellslinger variety. You learn the fire bolt cantrip.

When you cast fire bolt, you may spend 1 ether point so the area around the target creature, object, or area you choose explodes upon impact or at the end of Fire Bolt's casting range. Creatures within 5 feet of the target must make a Dexterity saving throw. On a failed save, they take 1d4 fire damage, are knocked back 10 feet from the center and knocked prone. On a successful save, they are not knocked back and take half damage.

You can increase the explosion's damage by 1d4 per ether point to increase its damage, up to your maximum spell level (including the ether point you spent to activate this feature).

Extra Attack

Prerequisites: Sword Dancer variety, 5th level. You can attack twice, instead of once, whenever you take the Attack action on your turn.

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Fighting Style

Prerequisite: Sword Dancer variety. You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.

Augmented Weapon Fighting. You can use your spellcasting modifier for the attack and damage rolls of melee weapons you are proficient with. Your strikes also count as magic when you attack this way.

Defense. While you are wearing armour, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

You cannot select this augmentation feature a second time.

Frostbite

Prerequisites: Spellslinger variety, ray of frost cantrip. When you hit a target creature with this spell, the target must make a Constitution saving throw at the end of its next turn. On a failed save, it takes 1d6 cold damage. On a successful save, it takes only half damage.

Healing Energy

Prerequisite: Oracle variety, 9th level. You learn the 5th-level spell mass cure wounds.

Metaugmentation

You may select any metamagic feature from the Sorcerer Metamagic feature list, excluding Quickened Spell and Twinned Spell. Use ether points instead of sorcery points.

You may take this feature multiple times and select a different metamagic feature each time.

Nonverbal Message

Prerequisites: message cantrip or sending spell. You do not need to perform verbal or somatic components when casting message or sending.

Overcharge

Prerequisite: 14th level. Your maximum spell level is increased to 7th, and you can cast a spell at 6th or 7th level once until you finish a long rest. You additionally learn the 7th-level spell etherealness.

If you are at least 17th level, you may take this feature again to further increase your maximum spell level to 9th, and the ability to cast an 8th or 9th level spell once until you finish a long rest.

Outer Enchantrix

Prerequisite: enchantrix cantrip. If you've expended your use, you may spend 1 ether point to cast enchantrix again.

You can also cast enchantrix on other people by touching them when you cast it. You must spend 1 ether point to do so. If they fail any of the ability checks, or are hurt or take any damage, they must make a Constitution saving throw to stay in concentration. Breaking concentration still applies to you, as well, but only under normal circumstances when concentration can be broken.


Quick Magic

Prerequisite: Spellslinger variety. When you use an action on your turn to cast a cantrip with a casting time of 1 action, you may spend 2 ether points to cast another cantrip with a casting time of 1 action as a bonus action on your turn.

Shocking Blast

Prerequisite: shocking grasp cantrip. As an action, you can discharge a blast of electricity to creatures within 5 feet of you, or 10 feet if you spend 1 ether point. Creatures within the area must make a Dexterity saving throw. On a failed save, they take 1d6 lightning damage.

By spending ether points, you can increase the damage dealt by 1d6 per ether point spent in this way, up to your maximum spell level. If you spend ether points to increase the damage of the discharge, creatures who succeed on the saving throw take half damage.

Shocking Bolt

Prerequisites: Spellslinger variety, shocking grasp cantrip. When you cast shocking grasp at a single target, you can make a ranged spell attack of up to 15 feet away from you.

Swift Strike

Prerequisite: Sword Dancer variety, quick strike spell. You can cast the quick strike spell using 1 ether point.

Touch of Divinity

Prerequisite: Oracle variety. You learn any two cantrips or 1st-level spells from the cleric spell list. These spells count as conduit spells.

Transmuter's Strike

Prerequisites: Sword Dancer variety, Swift Strike augmentation. When you cast a transmutation spell on yourself or a weapon on your turn, you can spend 1 ether point to make a weapon attack as a bonus action.

Two-Weapon Transmuter

Prerequisites: Sword Dancer variety, Two-Weapon Fighting style. When you engage in two-weapon fighting, you can cast the following spells without providing somatic components, provided you have these spells known: enchantrix (on self only), expeditious retreat, force brawn, force weapon (on wielded weapons only), jump, magic weapon (on wielded weapons only), quick strike, reflex, and vigour. If you know sense evil and good, you can also cast it without providing somatic components when wielding a weapon in both hands.

Unarmoured Defense

You have learned to augment your agility in combat. When unarmoured and not wearing a shield, your AC becomes 13 + your Dexterity modifier.

Versatile Adept

You learn the shillelagh cantrip. You may also use quarterstaffs with the quick strike spell and the Sword and Ward class feature.

Warded Ally

Prerequisites: Oracle variety, blade ward cantrip. You can cast Blade Ward on any creature up to a range of 30 feet.

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Conduit Spells

Cantrips

  • Arc Bolt
  • Blade Ward
  • Dancing Lights
  • Enchantrix
  • Eon Blast
  • Friends
  • Light
  • Magic Art
  • Message
  • Prestidigation
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Sense Evil and Good
  • Shocking Grasp
  • Thaumaturgy

1st-Level Spells

  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Expeditious Retreat
  • Extrasensory
  • Faerie Fire
  • Fog Cloud
  • Force Brawn
  • Jump
  • Longstrider
  • Mage Armour
  • Magic Missile
  • Sanctuary
  • Shield
  • Thunderwave
  • Witch Bolt

2nd-Level Spells

  • Blindness/Deafness
  • Calm Emotions
  • Continual Flame
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Hold Person
  • Lesser Restoration
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • Magic Weapon
  • Misty Step
  • Quick Strike
  • Reflex
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Silence
  • Suggestion
  • Warding Bond

3rd-Level Spells

  • Beacon of Hope
  • Blink
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fireball
  • Force Weapon
  • Glyph of Warding
  • Haste
  • Lightning Bolt
  • Magic Circle
  • Meld Into Stone
  • Protection from Energy
  • See Into Aether
  • Sending
  • Sleet Storm
  • Slow
  • Tongues
  • Wind Wall

4th-Level Spells

  • Contenting Aura
  • Control Water
  • Death Ward
  • Dimension Door
  • Fire Shield
  • Ice Storm
  • Locate Creature
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Wall of Fire

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5th-Level Spells

  • Antilife Shell
  • Commune with Nature
  • Cone of Cold
  • Contact Other Plane
  • Dispel Evil and Good
  • Dream
  • Flame Strike
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Rary's Telepathic Bond
  • Scrying
  • Telekinesis
  • Teleportation Circle
  • Transfer Life
  • Vigour
  • Wall of Force

Elemental Evil Spells

Cantrips

  • Create bonfire
  • Control flames
  • Frostbite
  • Gust
  • Mold earth
  • Shape water
  • Thunderclap

1st Level

  • Catapult
  • Ice knife
  • Earth tremor

2nd Level

  • Aganazzar’s scorcher
  • Dust devil
  • Earthbind
  • Maximilian’s earthen grasp
  • Pyrotechnics
  • Snilloc’s snowball swarm
  • Warding wind

3rd Level

  • Erupting earth
  • Flame arrows
  • Melf’s minute meteors
  • Tidal wave
  • Wall of sand
  • Wall of water

4th Level

  • Storm sphere
  • Watery sphere

5th Level

  • Control winds
  • Immolation
  • Maelstorm

Sword Coast Adventurer's Spells

Cantrips

  • Booming Blade
  • Green-Flame Blade
  • Lightning Lure
  • Sword Burst

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Conduit Spell Descriptions

Arc Bolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a crystal worth at least 10 gp)
  • Duration: Instantaneous

You hurl a mote of magical energy the colour of the crystal in an arc trajectory homing towards a target creature within range. You have two charges, which you may power into a single ranged spell attack or aim at other target creatures. Each charge deals 1d4 magic bludgeoning damage. Any effect or feature that grants immunity to Magic Missile also applies to this spell.   At 5th level, your charges' damage dice turn into d8s (2d8). At 11th level, you gain one more charge (3d8), and again at 17th level (4d8).

Contenting Aura

4th-level transmutation


  • Casting Time: 1 action
  • Range: 15-foot radius, centered on a point up to 10 feet from self
  • Components: V, S, M (a crystal worth at least 10 gp)
  • Duration: Concentration, up to 10 minutes

You alter the energy in a given area within range, which may feel warm or cool depending on the colour of the crystal. For the duration, any creature within the area has resistance to a damage type based on the crystal's colour.

Blue/Green/Purple. Cool area, and provides resistance to fire damage.

Red/Orange/Yellow. Warm area, and provides resistance to cold damage.

White/Light Gray/Clear/Brown. Indifferent area, and provides resistance to thunder damage.

Black/Dark Gray. Cold area, and provides resistance to radiant damage.

Additionally, whenever a creature within the area is healed by a healing spell, they receive 1d4 temporary hit points. This effect can happen only once per casting of this spell. If the colour of the aura is black or dark gray, creatures within the area are instead vulnerable to necrotic damage.

Enchantrix

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you may add +1 to any Athletics or Acrobatics check, Strength or Dexterity saving throw, or any other Strength or Dexterity check at the DM's discretion (e.g. pushing a heavy cart, or an attack roll). If you fail any of these checks, you must make a Constitution saving throw to stay in concentration. This spell may only be cast once until a short or long rest is completed.


Extrasensory

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: S
  • Duration: Concentration, up to 1 minute

You can sense the general direction of any creature within range, and you can perform a Perception check against your spell save DC to locate that creature. You may also use this check to listen to the soundwaves within a 5 foot radius in a desired spot within range. You are vulnerable to thunder damage if you do this. You additionally gain a +1 bonus to these perception checks when you close your eyes to do so. The sensory effects of this spell are received from signal waves coming from their origins, so interruptions may occur if they are in the way between you and the location you are attempting to sense. At least 1 foot of solid stone, metal and wood interrupt the reception. You may maneuver to receive these signals again. You can sense living and undead creatures, which each give off different signatures when sensed. You cannot sense the dead or constructs unless there is some kind of justifiable life force associated with these creatures. Sound does not discriminate between creatures, however.

Force Brawn

1st-level transmutation


  • Casting Time: 1 reaction, which you take when you are hit by an attack or make a Strength saving throw.
  • Range: Self
  • Components: S
  • Duration: Concentration, until the start of your next turn

When you are hit by an attack or make a Strength saving throw, you may use your reaction to cast this spell. Until the start of your next turn, you gain resistance against bludgeoning, piercing, and slashing damage.

Force Weapon

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: force, cold, fire, lightning or thunder. For the duration, the weapon gains a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and extra damage increases to 1d4 + 1. When you use a spell slot of 7th level or higher, the bonus to attack rolls increases to +3 and the extra damage increases to 1d4 + 2.

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Magic Art

Evocation cantrip


  • Note. This spell is also available to sorcerers, warlocks, and wizards.
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a crystal worth at least 10 gp)
  • Duration: Concentration, up to 30 minutes

You generate harmless magic the colour of the crystal up to 5 feet in width and 10 feet in length. It can be small and hover around yourself, use the magic to perform, during meditation, etc. The magic provides dim light up to 20 feet, and it emits a feeling from cold to warm, depending on the colour of the crystal being used to cast this spell.

Blue/Green/Purple. Cool, and provides resistance to nonmagical fire damage to creatures who are within the magic area.

Red/Orange/Yellow. Warm, and provides resistance to nonmagical cold damage to creatures who are within the magic area.

White/Light Gray/Clear/Brown. Indifferent, Willing creatures within 60 feet of you may be charmed for the duration.

Black/Dark Gray. Cold, Creatures within 60 feet of you must make a Charisma saving throw. Creatures who are not hostile to you may automatically pass this saving throw. On a failed save, the creature takes a -1 penalty to ability checks, attack rolls and saving throws. This effect does not stack with the frightened condition.

Quick Strike

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

When you use your action to make a weapon attack, you may cast this spell to make one weapon attack as a bonus action. This weapon must be light or finesse, and you must be proficient with it.

Reflex

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 Rotation

For the duration, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.


See Into Aether

3rd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self (150-foot radius)
  • Components: V, S, M (a crystal worth at least 10 gp)
  • Duration: Concentration, up to 1 hour

For the duration, you can see magical energy in the air, as well as the auras of the living and the undead, which is the colour of the crystal for the energy and the living, and an ugly dark colour for the undead.

For the duration, when you close your eyes, you can see into the border regions of the Ethereal Plane, depending on your location in the current plane. You cannot interact with creatures or objects in the ethereal plane through this spell, but creatures in the ethereal plane may perceive you and recognize your acknowledgement of their presence. They can also interact with you. If you are unwilling of their interaction, they must succeed on a Wisdom saving throw to do so.

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Sense Evil and Good

Divination cantrip


  • Note. This spell is also available to bards, clerics, and druids.
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: None
  • Duration: Concentration, up to 1 minute

You gain insight into the emotions, moods, and alignments of creatures within 30 feet of you. When you make a Wisdom (Insight) check for empathetic purposes while this spell is active, which you may perform as you cast this spell, you can sense the emotions, moods, and alignments of all creatures within range who you succeeded the check against. However, in order to identify whose emotions, moods, or alignments are whose, you must use a bonus action to do so while this spell is active.

Empathy

Creatures can make a Wisdom (Insight) check against a creature's passive Charisma (Deception) score to discover their emotions and moods, but not alignment, or against a DC depending on the apparent difficulty.

The DM may alternatively use passive Wisdom (Insight), and do not require a check for obvious emotions.

Transfer Life

5th-level transmutation (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a humanoid host body, which cannot be replaced by a spell focus, and a crystal worth at least 10 gp)
  • Duration: Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the creature is reincarnated into the host body.

If the target's soul isn't free or willing to do so, the spell fails. If the host body is living and is unwilling, they must perform a Wisdom saving throw to resist the spell. They have advantage on this roll. If the host creature fails the saving throw, it dies.

While casting this spell, if the two bodies are in contact with any other living beings, be they animals or plants, animal eyes and the entirety of plants glow the colour of the crystal used. Dots of this glowing colour also float around the area, because the aether is being conducted towards the bodies. This glow emanates an energy that is either cool or warm, depending on its caster's colour of the crystal (cool for cool coloured crystals, and warm for warm coloured crystals).

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Vigour

4th-level transmutation


  • Casting Time: 1 reaction, which you take when you make a Constitution saving throw or upon taking damage.
  • Range: Self
  • Components: V, S
  • Duration: 1 rotation

When making a Constitution saving throw or take damage, you may use your reaction to cast this spell to gain advantage in Constitution saving throws for the duration. You additionally gain 3d4 temporary hit points when you cast this spell.

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Sources

Images

Balmet, John-Paul. "Dungeons and Dragons 5th Edition Player's Handbook Concepts". JP Balmet. Jpbalmet.blogspot.ca Aug 2014.


Gifford, James (Mrjamesgifford). "Kane - The Tiefling Sorcerer". Deviant Art. Deviantart.com, Feb 2014.


White Background: Google Images.

Software

Naturalcrit.com


Starting Equipment

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

  • (a) two daggers, (b) a scimitar or (c) a shortsword
  • (a) any simple weapon or (b) leather armour
  • (a) a component pouch or (b) a crystal of any specified colour
  • An explorer's pack

Starting Wealth by Class

The alternative starting wealth for a conduit is 3d4 x 10 gp.

Multiclassing

Prerequisite: Charisma 13 and Dexterity 13.

Proficiencies: Daggers, quarterstaffs, scimitars, shortswords.

Ather Magic and Spellcasting. You can use spell slots to cast conduit spells, and ether points to cast spells gained from other classes.

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