Conduit Class Details
Core Conduit Traits
| Primary Ability | Constitution |
| Hit Point Die | 1D10 per Conduit level |
| Saving Throw Proficiencies | Strength and Constitution |
| Skill Proficiencies | Choose 2: Animal Handling, Arcana, Athletics, Insight, Perception, Performance, Persuasion or Survival |
| Weapon Proficiencies | Simple weapons and Martial weapons |
| Tool Proficiencies | Choose one type of Artisan’s Tools or Musical Instrument |
| Armor Training | Light and Medium armor and Shields |
| Starting Equipment | Choose A or B: (A) Leather Armor, Scimitar, 2 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer's Pack, and 11 GP; or (B) 90 GP |
Conduits are living magical machinery, adept at encouraging or even forcing change in the world around them. Rare is the person who masters these abilities and does not also seek great change in the world, for good or for ill.
Conduits are complex, changing people, who can adapt to nearly any situation, often by changing the situation itself.
Conduits can often be found as protectors of villages, political agitators, warlords, or explorers seeking ways to make the uninhabitable habitable. But wherever they are, whatever they are doing, they will always have an impact. Where great change and adventure can be found, a Conduit will almost always be in its midst.
Becoming a Conduit...
As a Level 1 Character
- Gain all the traits in the Core Conduit Traits table.
- Gain the Conduit’s level 1 features, which are listed in the Conduit Features table.
As a Multiclass Character
- Gain the following traits from the Core Conduit Traits table: Hit Point Die and training with Light armor
- Gain the Conduit’s level 1 features, which are listed in the Conduit Features table. See the multiclassing rules to determine your available spell slots.
Conduit Class Features
As a Conduit, you gain the following class features when you reach the specified Conduit levels. These features are listed in the Conduit Features table.
Level 1: Energy Dynamics
Your body is a living capacitor for harmful energies, manifested in the form of Energy Dynamics. You gain two Energy Dynamics of your choice, such as the Flame Dynamic. Dynamics are described in the “Energy Dynamic Options” section.
Prerequisites. If an Energy Dynamic has a prerequisite, you must meet it to learn that Dynamic. For example, if an Energy Dynamic requires you to be a level 5+ Conduit, you can select the Energy Dynamic once you reach Conduit level 5.
Replacing and Gaining Dynamics. Whenever you finish a Long Rest, you can replace one of your Energy Dynamic with another one for which you qualify.
When you gain certain Conduit levels, you gain more Dynamics of your choice, as shown in the Dynamics Known column of the Conduit Features table. You can’t pick the same Energy Dynamic more than once.
Each Energy Dynamic centers around a damage type. Choosing a Dynamic affords you the following benefits related to its damage type when you choose it:
- Resistance. You gain resistance to damage of the Dynamic's type.
- Expanded Spell List. You can choose from an expanded list of spells (detailed in the Dynamic's description) when you learn a Conduit spell.
- Convert Energy. The damage type governed by the Dynamic you choose is available for use with the Energy Shift feature detailed below.
Level 1: Energy Shift
Your connection to your chosen Dynamics allows you to alter the forces around you. This ability is represented by Shift Points. You have a number of Shift Points equal to your Conduit level.
You can expend these points to enhance or fuel certain Conduit features. You start knowing two such feature: the Offensive Conversion and the Defensive Conversion, which are detailed below.
When you expend a Shift Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Shift Points require your target to make a saving throw. The save DC equals 8 plus your Constitution modifier and Proficiency Bonus.
- Offensive Conversion. Whenever you take the Attack action or cast a Spell that deals damage on your turn, you can spend 1 Shift Point to convert that damage to the type of one of your Energy Dynamics. Doing so affects all Attacks you make or Spells you cast until the start of your next turn.
- Defensive Conversion. When you take damage, you can use your Reaction to expend 1 Shift Point and convert that damage into the damage type of one of your Energy Dynamics.
Conduit Features
| Level | Proficiency Bonus |
Class Features | Cantrips | Energy Dynamics |
Prepared Spells |
Spell 1st |
Slots 2nd |
Per 3rd |
Spell 4th |
Level 5th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Energy Dynamics, Energy Shift, Spellcasting | 2 | 2 | 2 | 2 | — | — | — | — |
| 2nd | +2 | Divert Flow, Draw Affliction | 2 | 2 | 3 | 2 | — | — | — | — |
| 3rd | +2 | Conduit Subclass, Mental Energy | 2 | 2 | 4 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 2 | 5 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Impose Affliction | 2 | 3 | 6 | 4 | 2 | — | — | — |
| 6th | +3 | Redistribute Energy | 3 | 3 | 6 | 4 | 2 | — | — | — |
| 7th | +3 | Subclass Feature | 3 | 3 | 7 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 3 | 7 | 4 | 3 | — | — | — |
| 9th | +4 | Enhance Dynamic | 3 | 3 | 9 | 4 | 3 | 2 | — | — |
| 10th | +4 | Ability Score Improvement | 4 | 4 | 9 | 4 | 3 | 2 | — | — |
| 11th | +4 | Dynamic Changes | 4 | 4 | 10 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 10 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | 4 | 11 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Subclass Feature | 5 | 4 | 11 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Perfect Dynamic | 5 | 4 | 12 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 12 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 5 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Subclass Feature | 6 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 6 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Prime Dynamic | 6 | 5 | 15 | 4 | 3 | 3 | 3 | 2 |
Level 1: Spellcasting
You have learned to channel magical energies through your body to cast spells.
Spell Slots. The Conduit Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Conduit spells.
The number of spells on your list increases as you gain Conduit levels, as shown in the Prepared Spells column of the Conduit Features table. Whenever that number increases, choose additional Conduit spells until the number of spells on your list matches the number in the Conduit Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Conduit, your list of prepared spells can include six Conduit spells of level 1 or 2 in any combination.
If another Conduit feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Conduit spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Conduit spell for which you have spell slots.
Spellcasting Ability. Constitution is your spellcasting ability for your Conduit spells.
Spellcasting Focus. You can use a tattoo worth at least 5 GP as a Spellcasting Focus for your Conduit spells.
Level 2: Divert Flow
You gain a new way to redirect energy. When a creature within 30 feet of you which you can see takes damage, you can use your Reaction to redirect that damage to yourself.
You can use this feature and your Defensive Conversion with the same Reaction, gaining Resistance to the damage as you take it.
Level 2: Draw Affliction
If you touch a creature suffering from one of the following conditions, you can remove that condition from the target and suffer that condition yourself: Blinded. Charmed, Deafened. Frightened, Paralyzed, Petrified, Poisoned, or Stunned.
If the condition was caused by a spell, you become the target of that spell for the purposes of duration and saving throws to end the condition, and you suffer all the spell's effects.
Level 3: Conduit Subclass
You gain a Conduit subclass of your choice. A subclass is a specialization that grants you features at certain Conduit levels. For the rest of your career, you gain each of your subclass’ features that are of your Conduit level or lower.
Level 3: Mental Energy
When you fail an Ability Check which uses a skill, you can use your Reaction to expend expend one of your Hit Point Dice to roll it and add the number rolled to the d20, potentially turning the failure into a success. If the check still fails, your Hit Point Die isn’t expended.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Conduit levels 8, 10, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
Level 5: Impose Affliction
When you use your Draw Affliction, before you suffer any effects from the condition you have taken onto yourself, you can expend 1 Shift Point to move up to half your speed and touch a creature which you can see to force that creature to make a Constitution saving throw. On a failure, the condition is passed to the target and you do not suffer its effects.
If the condition was caused by a spell, the creature you pass the condition to becomes the target of that spell for the purposes of duration and saving throws to end the condition, and suffers all the spell's effects.
Level 6: Redistribute Energy
You are able to grant your energy to others and take their energy into yourself. You can spend 1 hour centering yourself and concentrating the energies around you to achieve one of the following benefits:
- Share Dynamic. You grant the damage resistance from one of your Energy Dynamics to one creature within 30 feet of you which you can see.
- Borrow Energy. You can prepare one spell prepared by a willing creature within 30 feet of you which you can see. This counts as a Conduit spell for you, and doesn't count against the Conduit spells you know.
This ritual can be completed as a part of a Short or a Long Rest, and the chosen benefit lasts until you use this feature again.
Level 9: Enhance Dynamic
Your knowledge of your chosen Dynamics has strengthened. Choose one of the below features and add its benefit to one of your chosen Dynamics:
- Enhanced Defense. When you take damage of this Dynamic's type, you can roll 1d10 and reduce the damage by the number rolled.
- Enhanced Offense. Attack rolls you make which deal the Dynamic's damage type have advantage, and creatures have disadvantage on saving throws against your Conduit spells which deal that damage.
- Enhanced Arcana. You can cast the 1st level spell granted by this Dynamic at its lowest level without expending a spell slot.
If you exchange a Dynamic for which you have chosen one of these Enhancements (or after Level 15, the Additional Enhance Dynamic), you must choose a new Dynamic to apply an Enhancement to. It can be the same Dynamic you chose or another one,
Level 11: Dynamic Changes
You can move between and convert energies far quicker than ever before. As an action, you can now choose one of the Energy Dynamics you know and replace it with another Dynamic that you could learn for your level. Once you have used this action, you cannot do so again until the end of your next Long Rest.
Level 15: Additional Enhance Dynamic
You can select a second option from Enhance Dynamic to apply to the same Energy Dynamic or another one.
Alternately, you can select the same option a second time, but it must be applied to a different Dynamic than when you selected it the first time.
Level 20: Prime Dynamic
Choose one of your Energy Dynamics. You gain the following benefits regarding that Dynamic:
- Hardened. The Resistance becomes an Immunity.
- Inevitable. When you deal damage of its type, that damage ignores Resistances.
- Overflowing. When a creature hits you with a melee attack, it takes damage of this Dynamic's type equal to your Constitution modifier.
Conduit Spell List
This section presents the Conduit spell list, The spells are organized by spell level and then alphabetized.
Cantrips (Level 0 Conduit Spells)
Blade Ward
Druidcraft
Light
Mage Hand
Mending
Prestidigitation
Thaumaturgy
Level 1 Conduit Spells
Detect Magic (ritual)
Expeditious Retreat
Faerie Fire
Feather Fall
Fog Cloud
Grease
Jump
Longstrider
Mage Armor
Purify Food and Drink (ritual)
Shield
Siphon Potential
Level 2 Conduit Spells
Alter Self
Barkskin
Darkvision
Enhance Ability
Enlarge/Reduce
Knock
Levitate
Magic Weapon
Misty Step
See Invisibility
Spider Climb
Level 3 Conduit Spells
Counterspell
Create Food and Water
Daylight
Elemental Weapon
Fly
Gaseous Form
Haste
Meld Into Stone (ritual)
Protection From Energy
Slow
Speak With Dead
Tongues
Water Breathing (ritual)
Water Walk (ritual)
Level 4 Conduit Spells
Dimension Door
Fabricate
Freedom of Movement
Polymorph
Stoneskin
Level 5 Conduit Spells
Banishing Smite
Circle of Power
Passwall
Planar Binding
Reincarnate
Energy Dynamic Options
Each Energy Dynamic is associated with a specific damage type, noted in parentheses. The spells listed are added to the Conduit spell list for you when you choose a Dynamic. If the spell is followed by an asterisk (*), the spell is introduced at the end of this class description in the New Spells section. Prerequisites for selecting a Dynamic will be listed below the Dynamic's name.
Hammer Dynamic (bludgeoning)
| Spell Level | Spell |
|---|---|
| Cantrip | Magic Stone |
| 1st | Catapult |
| 2nd | Maximilian's Earthen Grasp |
| 3rd | Wind Wall |
| 4th | Evard's Black Tentacles |
| 5th | Transmute Rock |
Spear Dynamic (piercing)
| Spell Level | Spell |
|---|---|
| Cantrip | Thorn Whip |
| 1st | Hail of Thorns |
| 2nd | Cordon of Arrows |
| 3rd | Piercing Insight* |
| 4th | Faithful Hound |
| 5th | Insect Plague |
Blade Dynamic (slashing)
| Spell Level | Spell |
|---|---|
| Cantrip | Dust Blade* |
| 1st | False Life |
| 2nd | Cloud of Daggers |
| 3rd | Wall of Sand |
| 4th | Death Ward |
| 5th | Wrath of Nature |
Frost Dynamic (cold)
| Spell Level | Spell |
|---|---|
| Cantrip | Ray of Frost |
| 1st | Armor of Agathys |
| 2nd | Warding Floe* |
| 3rd | Hunger of Hadar |
| 4th | Ice Storm |
| 5th | Cone of Cold |
Flame Dynamic (fire)
| Spell Level | Spell |
|---|---|
| Cantrip | Fire Bolt |
| 1st | Hellish Rebuke |
| 2nd | Heat Metal |
| 3rd | Fireball |
| 4th | Wall of Fire |
| 5th | Immolation |
Corrosion Dynamic (acid)
| Spell Level | Spell |
|---|---|
| Cantrip | Acid Splash |
| 1st | Bane |
| 2nd | Melf's Acid Arrow |
| 3rd | Glyph of Warding |
| 4th | Vitriolic Sphere |
| 5th | Symbiotic Slime* |
Venom Dynamic (poison)
Prerequisite: Level 5+ Conduit
| Spell Level | Spell |
|---|---|
| Cantrip | Poison Spray |
| 1st | Detect Poison and Disease |
| 2nd | Protection From Poison |
| 3rd | Stinking Cloud |
| 4th | Giant Insect |
| 5th | Contagion |
Bolt Dynamic (lightning)
Prerequisite: Level 5+ Conduit
| Spell Level | Spell |
|---|---|
| Cantrip | Shocking Grasp |
| 1st | Color Spray |
| 2nd | Blindness/Deafness |
| 3rd | Lightning Bolt |
| 4th | Storm Sphere |
| 5th | Raise Dead |
Roar Dynamic (thunder)
Prerequisite: Level 5+ Conduit
| Spell Level | Spell |
|---|---|
| Cantrip | Thunderclap |
| 1st | Thunderwave |
| 2nd | Shatter |
| 3rd | Sending |
| 4th | Confusion |
| 5th | Destructive Wave |
Rot Dynamic (necrotic)
Prerequisite: Level 9+ Conduit
| Spell Level | Spell |
|---|---|
| Cantrip | Chill Touch |
| 1st | Inflict Wounds |
| 2nd | Darkness |
| 3rd | Vampiric Touch |
| 4th | Blight |
| 5th | Danse Macabre |
Dawn Dynamic (radiant)
Prerequisite: Level 9+ Conduit
| Spell Level | Spell |
|---|---|
| Cantrip | True Strike |
| 1st | Guiding Bolt |
| 2nd | Moonbeam |
| 3rd | Spirit Guardians |
| 4th | Guardian of Faith |
| 5th | Dawn |
Power Dynamic (force)
Prerequisite: Level 9+ Conduit
| Spell Level | Spell |
|---|---|
| Cantrip | Shillelagh |
| 1st | Magic Missile |
| 2nd | Spiritual Weapon |
| 3rd | Magic Circle |
| 4th | Arcane Wave* |
| 5th | Bigby's Hand |
Mind Dynamic (psychic)
Prerequisite: Level 9+ Conduit
| Spell Level | Spell |
|---|---|
| Cantrip | Mind Sliver |
| 1st | Dissonant Whispers |
| 2nd | Crown of Madness |
| 3rd | Hypnotic Pattern |
| 4th | Phantasmal Killer |
| 5th | Synaptic Static |
New Spells
Dust Blade
Transmutation Cantrip
Casting time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous
Classes: Artificer, Conduit (blade Dynamic), Druid, Sorcerer, Wizard
With a wave of your hand you form a blade of particulate matter that bursts into a blinding cloud upon impact. Make a ranged spell attack against a creature within range that you can see. On a hit, the target takes 1d6 slashing damage and the next attack roll made against it has advantage until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Siphon Potential
1st-level Transmutation spell
Casting time: 1 Reaction, which you take when a creature which you can see within range succeeds a D20 Test
Range: 30 feet
Components: V, S
Duration: Up to 1 hour
Classes: Conduit
You reach forward a hand to steal luck from one creature and gift it to another. Record the target's D20 roll, excluding bonuses. The target must then reroll and use the new roll.
Choose another creature within range. For the duration, when that creature fails a D20 Test, it can choose to substitute its roll for the recorded roll. Once it has done so, the spell ends.
Warding Floe
2nd-level Evocation spell
Casting time: 1 Action
Range: 30 feet
Components: V, M* (a small jar of ice cubes, sealed with a wax seal in the shape of a shield)
Duration: 1 minute
Classes: Conduit (frost Dynamic), Druid, Sorcerer, Warlock, Wizard
You create two shields made of ice which orbit a creature which you can see within range. The target gains a bonus to Armor Class equal to the number of shields orbiting it.
For the duration, if the target takes damage, one of the shields is hurtled at the creature that dealt the damage, so long as it is within 30 feet. That creature must make a Dexterity saving throw or take 4d4 cold damage on a failed save, or half as much on a success.
After one of the shields has dealt damage, it is destroyed and the bonus to Armor Class is reduced by 1. The spell ends if there are no shields remaining.
Using a Higher-Level Spell Slot. The number of shields created increases by 1 for each spell slot level above 2.
Piercing Insight
3rd-level Divination spell
Casting time: 1 Action
Range: Self (30 feet)
Components: V, S, M* (turmeric root and powdered glass ground from a spectacle lens)
Duration: Concentration, up to 1 hour
Classes: Cleric, Conduit (spear Dynamic), Druid, Ranger
You radiate an insightful aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Wisdom checks and cannot be surprised.
Arcane Wave
4th-level Evocation spell
Casting time: 1 Action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Artificer, Conduit (power Dynamic), Wizard
Raising your hand before you, you release a blast of magical energy in a 30 foot Emanation, 60 foot cone, or 120 foot line originating from you. You choose when you cast the spell. Creatures in the area of the spell make a Strength saving throw or take 6d8 Force damage and be pushed 30 feet directly away from you. If a creature strikes an object or another creature, both the pushed creature and the creature or object they strike take an additional 3d8 damage. On a successful save, a creature takes half as much damage and is not pushed.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.
Symbiotic Slime
5th-level conjuration spell
Casting time: 1 bonus action
Range: Self
Components: V, S, M* (a delicately filigreed dessert bowl worth at least 500 gp filled with pudding)
Duration: Concentration, up to 1 minute
Classes: Artificer, Conduit (corrosion Dynamic), Warlock, Wizard
You conjure a spirt of ooze which slithers over and covers your body, temporarily transforming you. The transformation lasts until the spell ends. You gain the following benefits for the duration:
- You gain blindsight out to 30 feet.
- You are immune to the prone condition.
- You are immune to acid, lightning, and slashing damage.
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Your Unarmed Strikes have a range of 10 ft., you can use your spellcasting modifier instead of Strength or Dexterity for attack and damage rolls, and they deal 3d6 acid damage.
- Any creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d8 acid damage. You can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Conduit Subclasses
A Conduit subclass is a specialization that grants you features at certain levels, as specified in the subclass.
Absorption Discipline
Absorb and rechannel dangerous energies
Adherents of the discipline of Absorption specialize in soaking up the energies surrounding them on the material plane, particularly those used against them in battle. A warrior who can turn their opponent's might against them will always be in demand.
Level 3: Absorbing Magic
When you reach a Conduit level specified in the Absorbing Magic table, you thereafter always have the listed spells prepared.
Absorbing Magic Table
| Conduit Level | Spell |
|---|---|
| 3 | Absorb Elements |
| 5 | Nystul's Magic Aura |
| 9 | Vampiric Touch |
| 13 | Elemental Bane |
| 17 | Enervation |
Level 3: Energy Sponge
When you take damage, you can expend two Shift Points into yourself, absorbing the damage type taken, and gaining the following benefits:
- Endure. Whenever you take damage of the absorbed type, the damage is reduced by 2. This increases by 2 at 7th level (4), 14th level (6), and 18th level (8).
- Exude. You radiate a damaging aura in a 5-foot Emanation. The first time any creature enters the aura or starts its turn there, it takes 1d4 damage of the absorbed type. The size of the Emanation increases by 5 at 7th level (10 feet), 10 at 14th level (20 feet), and 10 at 18th level (30 feet).
- Inflict. Your unarmed strike uses a d6 for damage, and deals damage of the absorbed type. This damage increases by 1d6 at 7th level (2d6), 14th level (3d6), and 18th level (4d6).
You can maintain this state for up to 10 minutes. You can dismiss the absorbed energy earlier by using a bonus action on your turn. The energy is automatically lost if you are targeted by the Dispel Magic spell, enter the area of an Antimagic Field, or die.
Level 7: Aptitude Osmosis
You have learned to absorb the knowledge and skills of those around you. When you make a D20 Test, you can choose a number of willing creatures equal to your proficiency bonus within 30 feet which you can see. You gain a +1 bonus to the D20 Test for each creature you choose.
Once you have used this feature, you cannot use it again until you have completed a Short or a Long Rest.
Level 14: Kinetic Absorption
While your Energy Sponge is active, you are immune to the Prone condition, and cannot be moved against your will.
Level 18: Wrecking Ball
Whenever you take damage, you can use a reaction to activate your Energy Sponge without spending Shift Points. When you activate Energy Sponge in this way, it lasts until the end of your next turn.
Acceleration Discipline
Channel ambient magics to increase your speed
Conduits who choose the Discipline of Acceleration believe that the early bird gets the worm. They have learned to use the potential and kinetic energies of themselves and others to ensure that they can get the jump on their opponents. Because the key to victory is getting there first.
Level 3: Accelerating Magic
When you reach a Conduit level specified in the Accelerating Magic table, you thereafter always have the listed spells prepared.
Accelerating Magic
| Conduit Level | Spell |
|---|---|
| 3 | Expeditious Retreat |
| 5 | Blur |
| 9 | Haste |
| 13 | Freedom of Movement |
| 17 | Steel Wind Strike |
Level 3: Braced for Combat
Your body is ready. You can add your Constitution modifier to your initiative rolls.
Level 3: Momentum Shift
You are able to steal and redirect the kinetic energy of others. When a creature which you can see uses movement on its turn and begins or ends that turn within 30 feet of you, you can use your Reaction and expend 1 Shift Point to force it to make a Charisma saving throw. On a failure, it takes 2d6 Thunder damage and is moved back to the space it started its turn in.
You can then choose a creature which you can see (including you) to grant additional movement to. The amount of movement is equal to the movement used by the creature you stole it from on its turn. The creature who receives the movement bonus must use it before the end of its next turn or it is lost.
The damage taken on a failed save increases by 1d6 at 7th level (3d6), 14th level (4d6), and 18th level (5d6).
Level 7: Magical Celerity
When you cast a Conduit spell, your speed increases by 30 until the end of your next turn
Level 14: Steady Mind
Your physical speed bolsters your mental defenses. You can add your Constitution modifier to Intelligence, Wisdom, and Charisma saving throws.
Level 18: Intangible Pace
You move with such speed and grace that no one can reach you. Your movement no longer provokes opportunity attacks in any circumstance.
Additionally, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Communion Discipline
Draw creatures from other planes to aid you
All conduits draw energy from the world around them or from other planes, but only followers of the communion discipline are able to go one step further and call forth entire beings from those places. Instead of reaching for energy to take into themselves and use as they will, these conduits reach for allies to bring into the world through themselves to aid them with their tasks.
Level 3: Communing Magic
When you reach a Conduit level specified in the Communing Magic table, you thereafter always have the listed spells prepared.
Communing Magic
| Conduit Level | Spell |
|---|---|
| 3 | Arms of Hadar, Find Familiar |
| 5 | Find Steed, Summon Beast |
| 9 | Conjure Animals, Summon Fey |
| 13 | Conjure Minor Elementals, Summon Aberration |
| 17 | Summon Celestial, Teleportation Circle |
Level 3: Geography of the Cosmos
You have explored the planes and can always find your way. You gain Proficiency with Cartographer's Tools and always know which way is north.
Level 3: Living Portal
You have learned to convert your body into a doorway, drawing allies to you as easily as breathing. You can cast Find Familiar once without expending a spell slot or requiring material components, and you regain all expended uses of this ability when you finish a Long Rest.
When you cast the spell, it has the following changes:
- You choose one of the normal forms for your familiar or the form of any Tiny creature which you have seen with a challenge rating of up to half your Constitution Modifier.
- As a bonus action on your turn, you can command any familiars you have summoned to take the Attack action on their turn.
Level 7: Universal Allure
Dealing with creatures from across the multiverse has made you adept at communicating with beings from exotic planes. You learn three languages of your choice, and have Immunity to the Charmed and Frightened conditions.
Level 14: Summoner's Smite
When a creature you have summoned hits a creature with an attack roll, you can expend 2 Shift Points to deal an additional 2d8 damage of any type which you have a chosen dynamic for.
Level 18: Master of the Planes
As an action, you may dismiss a creature you have summoned to cast Dimension Door or Plane Shift.
Restoration Discipline
Convert damage into healing
Sometimes referred to as "the Fourteenth Dynamic," healing is an energy inaccessible to most Conduits. But those of the Restoration Discipline are able to quickly turn negative energy into positive, and therefore are among the most sought-after battlefield medics. In their hands, all banes are just a breath away from becoming boons.
Level 3: Restoring Magic
When you reach a Conduit level specified in the Restoring Magic table, you thereafter always have the listed spells prepared.
Restoring Magic
| Conduit Level | Spell |
|---|---|
| 3 | Healing Word |
| 5 | Lesser Restoration |
| 9 | Beacon of Hope |
| 13 | Death Ward |
| 17 | Mass Cure Wounds |
Level 3: The Fourteenth Dynamic
You gain a new use for your Shift Points:
- Curative Conversion. When a creature which you can see within 30 feet takes damage, you can expend 2 Shift Points to cause that creature to instead regain a number of Hit Points equal to half the damage dealt.
Level 7: Energy Shield
You always have the Resistance and Spare the Dying spells prepared, and you can cast either of them as a Bonus Action. Their range is 30 feet for you.
Level 14: Dynamic Healing
You gain a new use for your Shift Points:
- Distributive Conversion. When a creature which you can see within 30 feet regains Hit Points, you can use your Reaction and expend 2 Shift Points to cause another creature which you can see within 30 feet of you to regain half that number of Hit Points (rounded up).
Level 18: Shifting Rebirth
You always have the Reincarnate spell prepared and can cast it once without expending a spell slot or requiring material components, and you regain all expended uses of this ability when you finish a Long Rest.
When you cast the spell, you can roll the d10 twice and the resurrected creature can choose which roll to use.
Cultivation Discipline
Encourage life in the face of death
Conduits are all about absorbing and transforming energies, and nothing accomplishes that like the natural world. Hewing to the Discipline of Cultivation, a Conduit takes in energy and puts it back into the earth, encouraging life to grow and flourish.
Level 3: Cultivating Magic
When you reach a Conduit level specified in the Cultivating Magic table, you thereafter always have the listed spells prepared.
Cultivating Magic
| Conduit Level | Spell |
|---|---|
| 3 | Entangle |
| 5 | Spike Growth |
| 9 | Plant Growth |
| 13 | Grasping Vine |
| 17 | Awaken |
Level 3: Druidic Aptitude
Your connection to the land grants you primal magic. You know two extra cantrips from the Druid spell list. In addition, moving through difficult terrain costs you no extra movement.
Level 3: Healing Growth
As a Magic action you can expend 1 shift point and call forth restoring plants to aid your allies. The plants appear in a 5 foot Emanation from you. Whenever a creature moves into the Emanation or starts its turn there, the plants restore 1d4 hit points to the creature. The plants can't heal constructs or undead.
The Emanation increases by 5 feet at 7th level (10 feet), 5 feet at 14th level (15 feet), and 5 feet at 18th level (20 feet).
The plants disappear after 1 minute, or if you have the Incapacitated condition.
Level 7: Primal Protection
Whenever you cast a spell from the Cultivating Magic table, you can grant Temporary Hit Points equal to twice your Wisdom modifier to one creature which you can see within 30 feet.
Level 14: Living Prison
Ensnaring vines reach up to grasp your enemies. Whenever you deal damage to a creature, you can expend 2 Shift Points to also reduce the creature's speed by 30 feet until the end of your next turn.
Level 18: Earthen Strike
The land itself carries your allies to victory. Whenever a creature receives Temporary Hit Points from your Primal Protection, it can use its Reaction to immediately move up to its speed and make one attack with a weapon or an Unarmed Strike.
Interaction Discipline
Win friends and influence people
The Interaction Discipline focuses on changing the minds of others as easily as other Conduits change energy types. They are skilled in the arts of conversation and use their magic to ensure they always get the better end of a deal.
Level 3: Interacting Magic
When you reach a Conduit level specified in the Interacting Magic table, you thereafter always have the listed spells prepared.
Interacting Magic
| Conduit Level | Spell |
|---|---|
| 3 | Charm Person |
| 5 | Suggestion |
| 9 | Fear |
| 13 | Confusion |
| 17 | Seeming |
Level 3: Smooth Talker
Whenever you make a Charisma check, you gain a bonus to the check equal to your Constitution modifier (minimum of +1).
Additionally, you gain the Comprehend Languages spell and always have it prepared.
Level 3: Stage Director
You are able to move your enemies like pieces on a chessboard. As a Bonus Action, you can expend 1 Shift Point to generate a controlling aura in a 30 foot Emanation from you. Any creature which enters the Emanation or starts its turn there must make a Wisdom saving throw. On a failure, it must use its Reaction to move up to half its speed in a straight line in a direction which you choose.
Level 7: Attitude Shift
You are adept at turning a "no" into a "yes." When you attempt an Influence action, you can expend 2 Shift Points to make an Indifferent creature Friendly, or 3 Shift Points to make a Hostile creature Indifferent.
Level 14: Friendly Inspiration
When a creature within 30 feet of you which you can see fails a D20 Test, you can expend one of your Hit Point Dice to roll it and add the number rolled to the d20, potentially turning the failure into a success.
Level 18: Force of Personality
You have advantage on all Charisma checks and saving throws.