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CONDUIT GENOME

Sorcerous Origin for D&D 5e

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CREDITS
 

Ral, Storm Conduit by Wesley Burt

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sucker punch productions

T H E CON T E N TS OF T H IS D O C U M E N T IS U NOF F IC I A L FA N CON T E N T


P E R M I T T E D U N DE R T H E FA N CON T E N T P OL ICY. NOT
A P P ROV E D / E N D OR SE D BY W I Z A R DS. P ORT ION S OF T H E
M AT E R I A L S U SE D A R E P ROP E RT Y OF W I Z A R DS OF T H E COA ST.
© W I Z A R DS OF T H E COA ST L LC.
CONDUIT SORCERER
onduits are a sub-species of humanoids whose innate magic comes from the presence of the

C
“Conduit Gene”. This gene allows them to partially bond with an unknown natural or
unnatural material or element and manipulate it in powerful ways. Those with this gene
may not even know they have it, as it has no outward effects until the gene is “awakened.”
Awakening the gene usually requires large surges of energy to pass through or over the
carrier, transforming them into a powerful manipulator of the elements.

Conduit Constitution Additionally, you can launch yourself high into the air  
with your elemental powers. You can expend 3 sorcery
Your conduit gene enhances your natural physicality, points and jump 30ft straight up into the air as an
making you hardier than most other sorcerers. At 1st action.
level when you choose this origin, your hit die increases
from a d6 to a d8. Extended Conduit
Conduit for Power Beginning at 14th level, your body’s connection to your
elements allows you to derive extra energy from a
At 1st level when you select this origin, you may select power source related to your current element. During a
one element that fuels all of your spells. This element short rest, you can perform a ritual by concentrating and
also determines the type of damage your damage- drawing energy from a material component related to
dealing spells do. You can pick one additional element your current element.
at 6th, 14th and 18th level. The potential elements are
listed on the following page. You make a DC 10 concentration check. If you
succeed, the DC for this check increases by 4, and
Once you possess more than one element, you can you can regain hit points or spell slots. The DC for
switch between them by using a bonus action, and this check resets after a long rest
magically absorbing the innate energies from a material For health, you can roll any number of hit dice and
related to your element. Eg. you can switch to smoke regain that many hit points. For each dice you roll,
power with a handful of ashes. you must expend 2 sorcery points. These hit dice do
not count against your regular hit dice.
Conduit Mobility For spell slots, you expend 4 sorcery points and you
Starting at 6th level, you can utilise your elemental roll 1d6 and regain one spell slot equal to or lower
powers to move across the battlefield with increased than the number rolled.
ease. You can expend 2 sorcery points and, for the next You can perform this ritual a number of times per long
minute, when you take the Dash action on your turn, rest equal to half your CON modifier, rounded up.
you can move an additional 10ft, and you can cover or
shroud yourself in your current element to provide extra Conduit in Crisis
protection. Any opportunity attack that targets you is At 18th level, you can go beyond your bodies natural
made at disadvantage.
limits, weakening yourself in order to continue fighting.
Conduit of Air When you are out of any level of spell slot, and you want
to cast a spell of that level, you can roll a number of d8s
At 6th level, you can simultaneously slow your descent equal to the spells level and subtract that number from
and propel yourself forward, essentially gliding through your Hit Point maximum and cast the spell. Your HP
the air. You gain a fly speed equal to half your maximum remains depleted, and you cannot use this
movement, but you descend 5 ft in the same amount of ability again, until you complete a long rest.
time. Using this ability requires you to use your bonus  
action.

CON DU I T S ORCE R E R
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CONDUITElements
FOR POWER
Fire:
Your palms can alight with roaring flames,  
razing any obstacle to mere piles of ash. Your
damage dealing spells deal fire damage
Ice:
A frigid mist rises from your palm, sending a
chill down the spines of any who would threaten you.
Your damage dealing spells deal cold damage
Lightning:
Sparks fly and lightning crackles in the
palm of your hand, almost arcing unconsciously
toward your enemies. Your damage dealing spells
deal lightning damage
Mirror:
Shards of reflective glass shimmer around
your form, puncturing enemies that dare to take a
look. Your damage dealing spells deal magical  
piercing damage

Neon:
Lights of innumerable colours coalesce in
your hands, surging toward your foes in a precise
beam of energy. Your damage dealing spells deal
force damage

Oil:
A sickening and viscous black liquid swirls
above your open palm, devouring the flesh of any
who come into contact with it. Your damage dealing
spells deal acid damage
Paper:
You deftly swirl intricately folded paper
animals around your form. When you attack, your
foes are swarmed by razor sharp blades of
parchment. Your damage dealing spells deal magical
slashing damage

Radiant:
Bright white light radiates from your hand,
burning away any and all darkness in your path. Your
damage dealing spells deal radiant damage
Smoke:
A murky grey mist billows from your
fingertips. You hurl compressed smoke at your
enemies that bursts upon contact. Your damage
dealing spells deal poison damage.
Stone:
You can surround your limbs in a sharp and
sturdy stone-like material, then send them hurling at
your enemies like meteorites. Your damage dealing
spells deal magical bludgeoning damage

CON DU I T S ORCE R E R
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