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Conduits v4 GM Binder
Conduits v4 GM Binder
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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.
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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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.
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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.
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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
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)
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Large Construct, Unaligned
Armor Class 12
Hit Points 75 (9d10 + 27)
Speed 60 ft swim (cannot go underwater)
Bonus Actions
Swift Sailing. The boat takes the Dash action.
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.
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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.
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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.
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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
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.
This document was lovingly created
using GM Binder.