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I made a "workable" version of this class a while back that got When creating your Conduit, consider how your powers
moderately popular; If you remember it, or if you're just affected your life. When were they discovered? Were you
curious as to why there's a "2.5" in the title, this message is for outed by someone in the town? Were you an outcast, doomed
you. If not, feel free to skip ahead. It's boring anyway, I to walk the wastes on your own, or were you a hero, praised
promise. for your miraculous deeds? How did you react to seeing your
This class has had exactly one proper playtest, in which I powers? Did you study them; were you afraid of them, or just
played a level 3 stone conduit dwarf named Tor Gravehammer. glad to have them?
For that one-shot, I did all I could to make the best possible Think about what led you to adventure. Was it because the
Conduit with the intention of seeing the flaws of the class rise town was too restrictive for you? Did you want to grow your
to the surface. powers? Did you have a desire to fight for "the greater good,"
It was broken as hell. or did you see yourself as the ultimate authority and seek to
I never ran out of points, and my AC rarely dropped below bend populations to your will? Because of their augmented
22. Damage was not even a problem, as I was constantly capabilities, Conduits often tend toward such extremes, but
dealing extra damage with what amounted to point-based you might feel forced into the adventuring life whilst wanting
Smites. I was playing with a level 3 Monk, and felt really bad a normal one.
for her, as I was outshining her in every possible way. Conduits are often the centers of conflict and are usually
This new version is made to fix those problems while still forced to pick a side, so Conduits neutral on the moral
maintaining the core flavor of the class. Points will still be spectrum are very rare; although their lust for freedom
used instead of spell slots and they will still be essentially typically manifests itself in a more chaotic alignment.
halfcasters, but they will no longer be able to replenish their
pool with existing material by default. If there is anyone
resistant to that change, feel free to use the Power Well
variant listed in this document. Regardless, I'd highly
recommend not allowing Stone Conduits to use the variant if
you don't want them to outshine your party in every possible
way, especially if you're running any campaign that involves
going into a cave, or stone castle, or paved roads, or... you get
the idea.

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Conduits, like Sorcerers, are powerful simply because they
were born that way. Unlike Sorcerers, Conduits aren't linked
to magic as a whole, but instead are magically linked to an
ambient, normally mundane, element. Most are able to project
this element, and some can temporarily alter the composition
of their bodies to adopt physical characteristics of it.

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In addition to their elemental manipulation powers, Conduits
also exhibit extremely enhanced physical capabilities. They
can endure and rapidly recover from injuries that would be
fatal or crippling to a normal being. This results in a nearly-
unstoppable combination of tanklike endurance and limitless
power.

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Very few carry the genetic abnormality that creates Conduits,
and the power that makes them special can be terrifying to
those that are without. With no one to "show them the ropes,"
they often grow up alone. Ironically, this usually makes them
stronger, teaching them to improvise to survive.

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Conduit
Proficiency Material Power Spells Point
Level Bonus Shot Well Known Limit Features
Unnatural Resilience, Material Shot, Conduit
1st +2 1d4 ─ ─ ─
Material
2nd +2 1d4 2 2 2 Material Magic, Empowered Strike
3rd +2 1d4 3 3 2 Fast Healing
4th +2 1d4 4 3 2 Ability Score Improvement
5th +3 1d6 5 4 3 Extra Attack
6th +3 1d6 6 4 3 Conduit Material Feature
7th +3 1d6 7 5 3 Glide
8th +3 1d6 8 5 3 Ability Score Improvement
9th +4 1d6 9 6 5 ─
10th +4 1d6 10 6 5 Conduit Material Feature
11th +4 1d8 11 6 5 Comet Rush
12th +4 1d8 12 6 5 Ability Score Improvement
13th +5 1d8 13 7 6 ─
14th +5 1d8 14 7 6 Conduit Material Feature
15th +5 1d8 15 7 6 Improved Empowered Strike
16th +5 1d8 16 7 6 Ability Score Improvement
17th +6 1d10 17 8 7 ─
18th +6 1d10 18 8 7 Damage Absorption
19th +6 1d10 19 8 7 Ability Score Improvement
20th +6 1d10 20 8 7 Prime Conduit

Weapons: Simple weapons, improvised weapons, whips, and level 14.


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shortswords, longswords
You can make a Conduit quickly by following these
Tools: None
suggestions. First, make Charisma or Dexterity your highest
ability score, depending on whether you want to focus on Saving Throws: Constitution, Charisma
spellcasting or your Conduit Shot in combat. Your next- Skills: Choose two from Athletics, Acrobatics, Intimidation,
highest score should be Constitution, as that will increase Survival, and Arcana
your survivability. Second, choose either the Hermit or the
Folk Hero background. Equipment
You start with the following equipment, in addition to the
�������������� equipment granted by your background:

As a Conduit, you gain the following features: • (a) a dungeoneer's pack (b) an explorer's pack
• (a) light crossbow and 20 bolts or (b) any simple weapon
Hit Points • An improvised weapon bearing resemblance to a weapon
Hit Points: 1d8 per Conduit level that you are proficient with and a shield.
Hit Points at First Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Consitution ����������������
modifier
You are a conduit of power for a certain material: Light,
Proficiencies Electricity, Smoke, or Stone. This choice determines your
Conduit Spell List and Material Damage Type. It also grants
Armor: Light armor, medium armor, shields
you additional features immediately and at level 6, level 10,

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Spells Known of 1st Level and Higher. You know two 1st-
�������������������� level spells of your choice from your Conduit Type spell list.
Your connection to your Conduit Material allows you to shrug The Spells Known column of the Conduit table shows when
off injury. you learn more Conduit spells of your choice. Each of those
While not wearing any armor, your Armor Class equals 10 + spells must be of a level that you can cast, based on the
your Dexterity modifier + your Constitution modifier. You can maximum number of points you can spend on a Conduit Spell.
have a shield equipped and still gain this benefit. For instance, when you reach 5th level in this class, you can
Alternatively, you may use your Constitution Modifier in learn one new spell of 1st or 2nd level.
place of your Dexterity Modifier when determining your AC Additionally, when you gain a level in this class, you can
while wearing light or medium armor that you are proficient choose one or more of the Conduit spells you already know
in. When wearing medium armor, restrictions on how much and replace it with another spell from your Conduit Material
can be added to your AC from your Dexterity still apply to your spell list. The new spell(s) must also be of a level you can cast.
Constitution when using it instead. Spellcasting Ability. Charisma is your spellcasting ability
for your Conduit Spells, since your magic requires a strong
������������� will to force nature to do your bidding. You use your Charisma
whenever a spell refers to your spellcasting ability. In addition,
You have a ranged spell attack that you can use with the
you use your Charisma Modifier when setting the saving
Attack action. The attack has a range of 30 feet. You are
throw DC for a Conduit spell you cast and when making an
proficient with it, and you add your Dexterity modifier to its
attack roll with one.
attack and damage rolls. On a hit, it deals 1d4 damage in your
Material Damage Type. This damage die changes as you gain Spell save DC = 8 + your proficiency bonus + your Charisma
Conduit levels, as shown in the Material Shot column of the modifier
Conduit table. Spell attack modifier = your proficiency bonus + your
Beginning at level 2, when you use the Attack action on your Charisma modifier
turn to use this special attack, you can spend 1 point from
your Power Well to make two additional attacks with it as a Magic of the Body. You don’t need to provide material
bonus action. components unless a gp value is specified for a given material.
Additionally, you never need to provide a vocal component
�������������� for your spells, but you always need to provide a somatic
component, even if it isn't listed. Because of this, you cannot
Beginning at 2nd level, you draw the bulk of your power from cast spells or use any other magical feature from this class
a well within yourself that you replenish by drawing power except Fast Healing while you are restrained.
from your Conduit Material. This well is represented by a pool
of points called your “Power Well.” You have a number of
points in your Power Well equal to your Conduit level, as
shown in the "Power Well" column of the Conduit table. You
Power Well Variant: Material Absorption
replenish all used points when you finish a short or long rest
that you end with no points of exhaustion, and regain only half Instead of regaining all points when finishing a short or long
if you have any levels of exhaustion. rest, your DM might allow or rule that you must drain a source
Point Limit. Though you are able to magically weaponize of your material within 5 feet of you as an action. The amount
material to potent effects, it takes training and practice to of points gained by this action is largely determined by the DM,
concentrate the material into a given form. There is a limit on but suggested values can be found in the table below. If you are
the number of points you can expend from your Power Well to
using this variant, you cannot absorb more points than your
cast a Conduit Spell. The limit is based on your Conduit level,
point limit.
as shown in the Point Limit column of the Conduit table.
Casting Conduit Spells. To cast a Conduit Spell you know, Source Size Spell Source Level Points "Stored"
you must spend points from your Power Well based on the
level of the spell, according to the table below. Tiny 1st 1-3
Medium 2nd 5-7
Spell Level Cost
Large 3rd-5th 8-10
1st 2
Huge 6th-8th 11-13
2nd 3
Monstrous 9th 14+
3rd 5
4th 6 If you are using this variant, it is recommended that you also
5th 7 change the Fast Healing feature to grant a passive 1d4 healing
per point drained when using your action to refill your Power
You can cast conduit spells at higher levels by spending the Well.
number of points associated with the level you wish to cast the
spell at. For example, if you were to cast invisibility at 3rd-
level, you would have to spend 5 points instead of 3 as part of
the casting of the spell.
PART 1 | CONDUIT CLASS
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to calculate distance traveled for the purposes of damage and
���������������� effect radius.
Also at 2nd level, your connection to your Conduit Material
allows you to imbue your melee attacks with its energies. Constitution as Spellcasting Ability
When you hit a creature with a melee attack, you can expend
points from your power well to deal extra damage in your This class is intentionally M.A.D. as a way to make
Conduit Damage Type to the target, in addition to the attack's some of the more powerful features more
damage. The extra damage is 1d6 per point spent. You may balanced. However, for some groups, flavor
only spend a maximum number of points on an empowered
might serve them better than mechanical
strike that you would be able to spend on a Conduit Spell.
Beginning at 15th level, your attacks are always imbued balance. If such a group were to make
with power. Your melee attacks deal an additional 1d8 Constitution the sole spellcasting ability, the
damage in your Material Damage Type. default Prime Conduit makes little sense as a
capstone both thematically and mechanically. In
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such groups, it is recommended that this
Beginning at 3rd level, your connection to your Conduit
Material allows you to heal from minor injuries. On your turn, capstone be used instead.
you may expend a hit die to heal yourself the amount rolled +
your Constitution modifier as a bonus action. Once you do this
a number of times equal to your Charisma modifier, you �������������
cannot do so again. You regain all uses of this feature when
you finish a short or long rest. When you have reached 20th level, you always seem to have a
small amount of power on-hand. Whenever you roll initiative
������������������������� with no points remaining in your Power Well, you regain 5
When you reach 4th level, and again at 8th, 12th, 16th, and points.
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.
When you Comet Rush, your body turns into your conduit
������������ material when you reach your target and then reforms in front
of them immediately after. This is stressful for your body. You
Beginning at 5th level, you may attack twice, instead of once, take 1d6 of irreducible necrotic damage for every 10 feet
when you take the Attack action on your turn. traveled minus your conduit level, rounded down. If you used
this feature in the air, you take this damage instead of falling
����� damage.
Beginning at 7th level, you’ve learned to harness the power of Once you use this feature, you can't use it again until you
your Conduit Material to hold you aloft. When you would fall, finish a short or long rest.
you may instead use your reaction to glide. This causes you to
fall only up to your movement speed until the start of your �����������������
next turn. While falling in this manner, you may move 5 ft Beginning at level 18, whenever you are hit with a spell or an
horizontally for every 5 ft you fall. If you land on a surface attack that would deal your Conduit Damage Type to you
while using this feature, you do not take any fall damage or fall while you are not surprised, you instead gain hit points equal
prone as a result of falling. to half the damage dealt, and may use your reaction to drain
the attack of its energy, adding points to your Power Well
���������� equal to the damage dealt. You cannot have more points in
Beginning at 11th level, you have learned to make yourself like your Power Well than your maximum.
a star falling from the sky. You can use your action to move in
a straight line to a target, to a maximum of twice your �������������
movement. When you have reached 20th level, you have mastered your
The target must make a dexterity saving throw against your abilities and deepened your Power Well. Increase your
form save DC. If they fail, they take 1d6 damage of your Constitution and Charisma each by 4; your maximum for
Conduit Damage Type for every 10 feet you moved during this these scores is now 24. The number of points in your Power
action, and fall prone. If they succeed, they take half damage Well is now increased by your Constitution modifier.
and remain standing. If the distance moved is twenty or more
feet, targets within a 5' radius must make the same Dexterity
saving throw. If the distance moved is forty or more feet, the
radius increases by an additional 5'. If you are in the air when
you use this action, you move 5 feet towards your target for
every 10 feet you fall; you use only the number of feet you fell

PART 1 | CONDUIT CLASS


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eyes emit and sense wavelengths others cannot. You can see double is to the target.
����������������� normally up to 120 feet in all light conditions, including
complete darkness, regardless of whether or not it is magical.
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Light Spell List When you reach level 14, whenever you take the Dash action,
1st-Level Spells: Color Spray, Disguise Self, Faerie Fire, you may run along all surfaces, including any liquid, on your
Guiding Bolt, Longstrider, Silent Image turn without falling during the move. If you make an attack,
2nd-Level Spells: Blur, Branding Smite, Darkness, don't take the Dash action, or don't use at least half your
Invisibility, Mirror Image, Moonbeam, See Invisibility movement during your turn while you are not on a surface you
3rd-Level Spells: Blinding Smite, Crusader’s Mantle, could normally stand on, you immediately fall. Otherwise, you
Daylight, Major Image can stay on the surface at the end of your turn as if you were
4th-Level Spells: Greater Invisibility, Guardian of Faith, still moving.
Hallucinatory Terrain
5th-Level Spells Bigby’s Hand, Mislead, Photon Beam, �����
Seeming
Smoke Spell List
������������������� 1st-Level Spells: Burning Hands, Fog Cloud, Hellish Rebuke,
Your Conduit Damage Type is radiant. If a Conduit spell you
Rocket Leap, Searing Smite
cast allows you to choose a damage type, you must choose
2nd-Level Spells: Aganazzar’s Scorcher, Darkvision, Flame
radiant when available.
Blade, Flaming Sphere, Heat Metal, Pyrotechnics,
Scorching Ray
�������������� 3rd-Level Spells: Elemental Weapon, Fireball, Flame Arrows,
As a Light Conduit, you can manifest the light you are
Gaseous Form, Stinking Cloud
connected with in different ways.
4th-Level Spells: Fire Shield, Wall of Fire
As a bonus action, you can cause your eyes and forearms to
5th-Level Spells Cloudkill, Flame Strike, Immolation,
glow red, blue, yellow, green, or white, shedding bright light in
Reincarnate
a 20 foot radius around you and dim light for another 20 feet.
You may stop this effect as a bonus action. While in this state, �������������������
you can use your action to cause one of the following minor Your Conduit Damage Type is fire. When a Conduit Spell you
effects: cast allows you to choose a damage type, you must choose fire
when available.
• You leave a glowing symbol, drawing, or message that takes
up no more than a 5-foot square on a surface you touch. ��������������
This effect lasts 1 hour and cannot be dismissed. It spreads As a Smoke Conduit, you may manifest your connection with
dim light in a 10-ft radius while it exists. heat and smoke in different ways.
• You cast dancing lights. As a bonus action, you can manifest your smoke on your
eyes and forearms, causing them to glow a flickering orange
���������� and smoke to flow off of them in tendrils, shedding dim light
Beginning at 6th level, Your connection to light allows you to
and heat as if from a small campfire in a 10 foot radius
move at an incredible pace when you will it. Whenever you
around you. You may stop this effect as a bonus action. While
take the Dash action while unarmored, you turn into a bolt of
in this state, you can perform one of the following minor
light, gaining a 15-foot bonus to your base movement speed.
effects:
This bonus increases as you gain Conduit levels, as shown in
the Lightspeed Movement table. • You cast control flames.
• You set fire to a small flammable object by touching it.
Lightspeed Movement
Conduit Level Movement Bonus ������������������
Beginning at 6th level, as an action, you can cloak yourself in
6 +15 ft
smoke and split your form in two. You create a Smoke
10 +20 ft duplicate indistinguishable from your real form that lasts for 1
14 +25 ft minute, or until you lose concentration (as if you were
concentrating on a spell). The smoke double zooms from your
18 +30 ft form to an unoccupied space that you can see within 30 feet
of you. As a bonus action on your turn, you can move the
Additionally, when you take the Dash action and move at double to up to 30 feet to a space you can see, but it must
least 10 feet, you can use your bonus action to make a single remain within 120 feet of you.
melee attack against a creature in range. When you do, you For the duration, you can cast spells as though you were in
deal additional radiant damage to the target equal to your the double’s space, but you must use your own senses.
Material Shot damage die. Additionally, when both you and your double are within 5 feet
of a creature that can see the double, you have advantage on
���������� attack rolls against that creature, given how distracting the
Beginning at 10th level, You are so infused with light, your
PART 1 | CONDUIT CLASS
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Once you use this feature, you must finish a short or long rest creatures. (Athletics) checks, but you have disadvantage on Dexterity
in order to use it again. • You charge/power a small electronic device you touch. (Acrobatics) checks. You may stop this effect as a bonus
action.
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Beginning at 10th level, you turn yourself into smoke to get Your power comes from electric energy, and there is plenty of
into (or out of) places you shouldn’t be able to whenever you that in the brain. Beginning at 6th level, you can use your
take the Dash action. When doing so, you may ignore action to drain the neuroelectric energy from incapacitated
obstructions that are not air-tight. For example, you may twist creatures that you can touch and that have a brain.
around creatures, slide under doors, and slip between bars of To do so, the creature must make a Constitution saving
a cage without costing extra movement. throw. Creatures immune to necrotic damage automatically
You may not go around or over an obstruction whose only succeed this saving throw. If they fail, they take necrotic
opening is beyond 5 feet away from the line you would travel damage equal to your Charisma modifier plus half your
in, nor can you go through a barrier that prevents magical Conduit level, rounded down, their maximum hit points are
entry. reduced by the amount of damage they took, and if they took
all of the damage, you gain one point in your Power Well. A
�������������� creature that has its hitpoint maximum reduced to 0 by this
Beginning at level 14, your attunement with smoke and flame feature dies outright, and you regain points equal to your point
has become so acute that you can burst from your own ashes. limit instead of just one.
When you die for the first time that day, you crumble into ash Once you have used this feature, you cannot use it again
and cinder. The next round on your turn, your ashes coalesce until you finish a short or long rest.
once more into your form, and you burst with fiery energy. You
regain one hit point, regain one use of Fast Healing if you have ���������������
none, and are standing. Each creature within a 20-foot radius Beginning at 10th level, you frequently send out pulses of
must make a Dexterity saving throw. On a failed save, they electric energy and can sense the area around you based on
take 4d6 + your Constitution Modifier in fire damage and are how much is reflected back to you and how quickly. You have
knocked prone, and on a successful save they take half blindsight up to 30 feet.
damage and remain standing.
Once you have used this feature, you cannot use it again for ����������������������������
30 days. Beginning at level 14, you may, as a bonus action, start or stop
emanating an aura of interference to a radius of 30 feet. When
����������� doing so, Divination magics that would reveal information
about a creature, object, or location within that radius reveal
Electricity Spell List only static, magical effects that cause illusions fade when
within that radius and reappear when outside, and creatures
1st-Level Spells: Catapult, Compelled Duel, Feather Fall,
cannot teleport into or out of that radius.
Hunter’s Mark, Thunderous Smite, Thunderwave, Witch
Bolt
2nd-Level Spells: Beast Sense, Blindness/Deafness, Calm
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Emotions, Detect Thoughts, Hold Person, Suggestion
3rd-Level Spells: Call Lightning, Elemental Weapon, Stone Spell List
Lightning Arrow, Lightning Bolt, Revivify, Speak with Dead 1st-Level Spells: Earth Tremor, Hail of Thorns, Mage Armor,
4th-Level Spells: Compulsion, Confusion, Dominate Beast, Shield, Jump, Wrathful Smite
Fabricate, Storm Sphere 2nd-Level Spells: Dust Devil, Earthbind, Levitate,
5th-Level Spells Dominate Person, Hold Monster, Modify Maximillian’s Earthen Grasp, Pass Without Trace, Spike
Memory, Rary’s Telepathic Bond, Telekinesis Growth
3rd-Level Spells: Conjure Barrage, Elemental Weapon,
������������������� Erupting Earth, Meld into Stone, Melf’s Minute Meteors
Your Conduit Damage Type is lightning. If a Conduit spell you 4th-Level Spells: Staggering Smite, Stone Shape, Stoneskin
cast allows you to choose a damage type, you must choose 5th-Level Spells Passwall, Transmute Rock, Wall of Stone
lightning when available.
�������������������
����������� Your Conduit Damage Type is Bludgeoning. However, if a
As an Electric Conduit, you can manifest the electricity you Conduit Spell you cast deals a type other than Bludgeoning, it
are connected with in different ways. instead deals your choice of either bludgeoning or piercing
As a bonus action, you can cause your forearms to be damage.
covered in flickering red or blue electricity, shedding flickering
dim light in a 10 foot radius around you. You may stop this �������������
effect as a bonus action While in this state, you can perform As a Stone Conduit, you can manifest your connection with
one of the following minor effects: stones in different ways.
You know the mold earth cantrip. Additionally, as a bonus
• You cast lightning lure. action, you can manifest your stone on your forearms and
• You send a light electric charge to a creature you touch as a lower legs, making you much stronger and much heavier than
bonus action, shocking them. This awakens sleeping normal. While doing so, you have advantage on Strength

PART 1 | CONDUIT CLASS


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your paper armor with an unarmed strike or end their turn
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grappling them take slashing damage equal to your Charisma
Beginning at 6th level, As long as your feet are on the ground,
modifier.
you have tremorsense up to a radius of 60 feet. Additionally,
A creature can only have a number of temporary hit points
you gain proficiency with heavy armor and martial melee
from this feature equal to 5 times your point limit.
weapons with the heavy, two-handed, and/or versatile
properties.
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Beginning at level 10, you have a burrow speed of 60 feet
Starting at level 10, whenever you use your reaction to Glide,
and can take the Dash action as a bonus action as long as you
you may glide 10 feet horizontally for every 5 feet you fall.
are only using your movement to burrow. Additionally, you can
breath normally while underground. �������������
When you reach level 14, you can create a mount entirely out
���������� of folded paper as an action. When you do, you choose the
When you reach level 14, you have resistance to all types of
shape it takes, choosing among the following list, although
damage except psychic and necrotic, regardless of source.
other shapes could be allowed at the DM's discretion: crane,
boat, or unicorn. Regardless of its form, the mount is a large
����� construct, has no mind to speak of, and is immune to
nonmagical piercing, bludgeoning, and slashing damage as
Paper Spell List well as psychic and necrotic damage, is resistant to all
1st-Level Spells: Arms of Hadar, Ensnaring Strike, Entangle, damage types except fire, and is vulnerable to fire damage.
Hail of Thorns, Illusory Script, Tenser’s Floating Disk The mount lasts until it is destroyed, but becomes inert if you
2nd-Level Spells: Barkskin, Cloud of Daggers, Dust Devil, use this feature to create a new mount, losing all immunities
Spiritual Weapon and resistances.
3rd-Level Spells: Conjure Animals, Conjure Barrage, The mount rolls its own initiative and acts on its own turn,
Phantom Steed, Spirit Guardians following your mental commands as best it can (no action
4th-Level Spells: Conjure Minor Elementals, Conjure required by you). It cannot take the Attack action. In the
Woodland Being, Evard’s Black Tentacles, Giant Insects, absence of orders, it stands perfectly still, doing nothing.
Grasping Vine Once you use this feature, you cannot use it again until you
5th-Level Spells Conjure Elemental, Conjure Volley, Insect finish a long rest.
Plague, Swift Quiver

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Your Conduit Damage Type is slashing.
Multiclassing
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If a player wants to multiclass into the Conduit
Your control of paper is so acute, you can cause it to take an
class, these are the prerequisites they have to meet
infinite variety of forms. Whenever you cast a Conduit spell,
and proficiencies they gain:
the visual effect is caused entirely by folded paper instead of
as described by the spell. As such, any creatures created by Prerequisites: Constitution 13 and Charisma 13
your Conduit spells are Constructs instead of the type Proficiencies: Improvised weapons, light armor
otherwise dictated by the spell, and your Conduit spells and
creatures created by your Conduit spells cannot deal any
damage type other than slashing. If a Conduit spell you cast or
a creature created by a Conduit spell you cast would deal a
damage type other than slashing, it deals slashing damage
instead.

����������
As a Paper Conduit, you can manifest the paper you control in
different ways.
You know the origami cantrip. Additionally, you can cast
find familiar as a ritual without material components. The
familiar you conjure with this feature is a construct instead of
its normal type, and is made entirely of folded paper.

�����������
Starting at level 6, you can use your paper to protect yourself
and your allies. You can spend points from your Power Well to
use your action to cover them in paper armor, giving a willing
creature you touch 5 temporary hitpoints per point spent.
Creatures protected by only your paper armor still count as
unarmored. While a creature has these hitpoints, they get +1
to their AC. Additionally, creatures that hit those protected by

PART 1 | CONDUIT CLASS


7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
����������� �������������
Large Construct, Unaligned Large Construct, Unaligned

Armor Class 12 Armor Class 12


Hit Points 75 (9d10 + 27) Hit Points 75 (9d10 + 27)
Speed 60 ft fly Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 1 (-5) 1 (-5) 1 (-5) 20 (+5) 14 (+2) 16 (+3) 1 (-5) 1 (-5) 1 (-5)

Damage Vulnerabilities Fire Damage Vulnerabilities Fire


Damage Resistances All others Damage Resistances All others
Damage Immunities Psychic, necrotic, and Damage Immunities Psychic, necrotic, and
nonmagical bludgeoning, piercing, and slashing nonmagical bludgeoning, piercing, and slashing
Condition Immunities Exhaustion Condition Immunities Exhaustion
Senses Blindsight 30 ft. Senses Blindsight 30 ft.
Languages None Languages None
Challenge 0 Challenge 0

Bonus Actions Bonus Actions


Swift Flight. The crane takes the Dash action. Swift Gallop. The unicorn takes the Dash action.

����������
Large Construct, Unaligned

Armor Class 12
Hit Points 75 (9d10 + 27)
Speed 60 ft swim (cannot go underwater)

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 16 (+3) 1 (-5) 1 (-5) 1 (-5)

Damage Vulnerabilities Fire


Damage Resistances All others
Damage Immunities Psychic, necrotic, and
nonmagical bludgeoning, piercing, and slashing
Condition Immunities Exhaustion
Senses Blindsight 30 ft.
Languages None
Challenge 0

Bonus Actions
Swift Sailing. The boat takes the Dash action.

PART 1 | CONDUIT CLASS


8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
�������������

T
here are a couple of effects that I wanted on SuckerPunch productions that made such an awesome series
Conduits that just didn't have the right Art Credits that could inspire this class.
published equivalent. Thus, I present to you a Pictures used are cutouts from promotional
couple spells unique to the Conduit class. materials for InFamous Second son and/or First
Light, both of which are owned by SuckerPunch
studios.

�����������
5th-level evocation
Casting Time: 1 Action
Range: 120 Feet
Components: S, M (a glow worm, a firefly, or other
phosphorscent material, which the spell consumes)
Duration: Concentration, up to 1 minute
Make a ranged Spell Attack against a target in range. On a
hit, the target takes 8d12 radiant damage and a constant laser
beam of sunlight is formed between you and the target,
allowing you to use your action on subsequent turns to deal an
additional 8d12 radiant damage to the target. The spell ends if
you use your action to do anything else. The spell also ends if
the target ever has full cover from you or is ever outside the
spell's range.
The target may also use its action on its turn to attempt a
Dexterity saving throw to escape the beam. On a success, the
spell ends.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the base damage increases by 1d12
for each slot above 5th.

�����������
1st-level transmutation
Casting Time: 1 Action
Range: self
Components: S, M (a hot coal or flammable oil, which the
spell consumes)
Duration: 1 minute
For the duration, flames shoot from your hands and feet
whenever you jump. When this happens, your jump height
and distance are determined by your Spellcasting Ability
instead of Strength, and you don't need a running start to
maximize your jumping capabilities.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, your jump height and distance are
also multiplied by the slot level for the duration.

��������������
to /u/Leuku and /u/julietjulietlima on Reddit, the lovely people
on the Discord of Many Things, and my friends offline that
helped me make this workable. Thanks as well to /u/patxi6 for
reminding me of this project and giving me a reason to
continue it. Finally, thanks to the brilliant people over at

PART 2 | UNIQUE SPELLS

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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