Conduit (5e D&D class)

by Aliga

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Conduit

Sometimes, a person taps into divine power without the direct involvement of any single god. These conduits of raw divine power are able to use a few spells, but most of their ability centers around channeling divine energy directly.


You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

Conduit
Level Proficiency Bonus Features Channel Uses Domains Known Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Divine Magic, Domains 1 2 1 1 1st
2nd +2 Channel Divinity 1 2 2 1 2 1st
3rd +2 2 2 2 2 2 2nd
4th +2 Ability Score Improvement 2 2 3 2 2 2nd
5th +3 3 3 3 2 2 3rd
6th +3 Domain Improvement 3 3 3 3 2 3rd
7th +3 4 4 3 3 2 4th
8th +3 Ability Score Improvement 4 4 3 3 2 4th
9th +4 5 4 3 3 2 5th
10th +4 Domain Improvement 5 5 4 3 2 5th
11th +4 Divine Mysticism (6th level) 6 5 4 4 3 5th
12th +4 Ability Score Improvement 6 5 4 4 3 5th
13th +5 Divine Mysticism (7th level) 7 6 4 4 3 5th
14th +5 Domain Improvement 7 6 4 4 3 5th
15th +5 Divine Mysticism (8th level) 8 7 4 4 3 5th
16th +5 Ability Score Improvement 8 7 4 5 3 5th
17th +6 Divine Mysticism (9th level) 9 7 4 5 4 5th
18th +6 9 8 4 5 4 5th
19th +6 Ability Score Improvement 10 8 4 5 4 5th
20th +6 Divine Avatar 10 8 4 5 4 5th

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 Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Contitution modifier per conduit level after 1st

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Insight, Medicine, Nature, Persuasion, and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts, (b) a quarterstaff, or (c) a shield
  • (a) a priest's pack or (b) an explorer's pack
  • Any simple weapon
  • Leather armor and a holy symbol

Divine Magic

Your connection to the higher planes and divinity have granted you the ability to cast spells. This form of spellcasting works like the warlock's Pact Magic feature, so abilities that affect spellcasting differently for Pact Magic than for the standard Spellcasting feature should affect Divine Magic the same way as it would affect Pact Magic.

Cantrips

You know two cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Conduit table.

Spell Slots

The Conduit table shows how many spell slots you have to cast your cleric spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your cleric spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Cure Wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the cleric spell list.

The Spells Known column of the Conduit table shows when you learn more cleric spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new cleric spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Wisdom modifier


Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

Domains

At 1st level, and when you gain certain conduit levels (as shown in the Domains Known column of the Conduit table), choose one of the Divine Domains available to the cleric class. You gain any abilities granted by that domain that would be available to a 1st-level cleric. You also choose one of the spells granted by the domain that is of a level you can cast; you learn that spell and add it to your list of spells known, but it doesn't count against the number of spells you know.

Additionally, when you gain a level in this class, you can choose one of the spells granted by your domains and replace it with another spell granted by the same domain. You cannot learn more than one spell from each domain, but you can replace a lower level spell with a higher level one from the same domain.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from the divine, using that energy to fuel magical effects. You start with the Spell Conduit effect as well as any effects that a 2nd-level cleric with your domains could use. When you use your Channel Divinity, you choose which effect to create. For any ability that refers to your cleric level, use your conduit level instead.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your conduit spell save DC.

At higher levels, you can use your Channel Divinity additional times between rests, as shown on the Channel Uses column of the Conduit table. When you finish a short rest, you regain one expended use of Channel Divinity. Beginning at 8th level, you regain two uses after a short rest, and at 14th level, you regain three uses after a short rest. When you finish a long rest, you regain all your expended uses.

Channel Divinity: Spell Conduit

As part of casting a spell, you can present your holy symbol and call upon divine energy to power your spellcasting. You may expend a number of Channel Divinity uses up to your highest spell slot level; when you do, you cast the spell at a level equal to the number of Channel Divinity uses expended, without expending a spell slot. So, a 5th-level conduit could cast Cure Wounds at 2nd-level by expending 2 uses of Channel Divinity, without expending a spell slot.

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.

Domain Improvement

At 6th level, your understanding of the divine energy of the cosmos improves. Choose one domain that you have chosen with your Domains feature. From now on, you gain all the abilities of that domain as if you were a cleric of the same level. At 10th level, you choose a second domain to gain the same benefit, and at 14th level, you choose a third domain for this benefit.

Divine Mysticism

At 11th level, you gain a special connection with divinity called a mysticism. Choose one 6th-level spell from the cleric spell list as this mysticism.

You can cast your mysticism once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more cleric spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Divine Mysticism when you finish a long rest.

Divine Avatar

At 20th level, you can send a prayer to the higher planes to regain your divine power. You can spend 1 minute in prayer to regain all uses of your Channel Divinity feature. Once you regain channeling with this feature, you must finish a long rest before you can do so again.

Multiclass Conduits
Proficiencies

When you multiclass to gain your first level in conduit, you gain proficiency in light armor, shields, and simple weapons.

Divine Magic

The conduit's Divine Magic works like the warlock's Pact Magic feature, so multiclassing functions a little differently than with a standard spellcaster, such as a wizard or cleric. If you are multiclassing with a standard spellcaster, use the multiclassing rules as if your Divine Magic were Pact Magic. If you have levels in both conduit and warlock, add your levels in both classes together; your Spell Slots and Slot Level are equal to that of a warlock of that level. Your number of Spells Known are kept separate for each class, and the maximum spell level you can learn with each class is equal to your Slot Level in that class only.

So, a 5th level conduit/7th level warlock would have 3 5th-level spell slots, and would know 8 warlock spells up to 4th level, and 2 cleric spells up to 3rd level (plus the spells granted by the 3 domains available to a 5th level conduit, up to 3rd-level spells).

Domains

If you are a conduit and also have the Divine Domain feature of a cleric, and you choose the same domain with both class features, add your conduit and cleric class features together to determine your effective cleric level for that domain's features. Otherwise, conduit and cleric domains function separately.

Channel Divinity

Use the standard Channel Divinity multiclass rules: if you have the Channel Divinity feature from levels in multiple classes that grant it, you gain the Channel Divinity effects but do not gain additional uses of it. However, you can expend uses of Channel Divinity granted by conduit levels to use Channel Divinity effects you have access to from levels in other classes.

 

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