The Conduit

Every whisp past your ear you think is calling your voice, every glow in the night that draws you in, and every sweet smell that pulls you back to a place far from here is trying to connect to you. The spirits that flow through the world unnoticed by most could only be lucky enough to find the inquisitive gem who answers their calls. Only the truly curious would ever dare to connect with another soul, and only the most harty actually survive it. Conduits of the world make their ways in life through the intellect gained through the spirit who bonded with them and the natural combat prowess of calling on twice the will power of any regular man.

Two Sides of the Coin

Striking a balance of who controls what decisions is hard when beings share a body. Especially when most are foreign to humanoid bodies. Along with this, after years, decades, and maybe centuries of floating aimlessly the spirits seeking to connect with others may have lost a large amount of knowledge. Because of this, questioning the spirits often leads to quick dead ends even if the subject is something the spirit knew extremely well in life.

Mystical Presence

To conduct a spirit, a mortals body acts as an energy consumer and redirector. Having the ability for a spirit to attach themselves to a spirit also opens the Conduit to a small amount of magical ability as well. Unlike the Sorcerer or Warlock, these skills still need to be learned, but the source of information is coming from within rather than a school, bloodline, or patron. The limits of the spell casting abilities is apparent in the lack of spell slots and known spells, but the Conduit is not only defined by their ability to channel magic as much as they channel themselves and a second mystical being to achieve something beyond mediocrity.

Creating a Conduit

A conduit can fit anywhere in the world, but would most likely be found around ancient ruins, dusty librarys, or howling caverns. Anywhere when one would expect the traffic of spirits attempting to call out to others to be high.The extent to how much control your Caller has over you is entirely subjective. Becoming possessed could feel like a transformation into a horrible monster such as a lycan, or it could feel like heightened mental senses that let you maneuver through combat as someone with twice the experience you have.

Class Features

As a Conduit, you gain these class features.

Hit Points

  • Hit Dice 1d8 per Conduit level
  • Hit Points at First Level 8 + your Constitution modifier
  • Hit Points at Higher Level 1d8 (or 4) + your Constitution modifier per Conduit level after first

    Proficiencies

  • Armor Light armor, shields
  • Weapons Simple weapons, martial weapons
  • Saving Throws Constitution, Intelegine
  • Skills Choose 2 from Arcana, Athletics, History, Insight, Investigation, or Nature

    Equipment

    You start with the following equipment, including the equipment gained from your background:
  • (a) Light armour and a dagger or (b) Light armour and a Spell Focus
  • (a) Longsword and shield or (b) Any Martial weapon
  • (a) Explorer's pack or (b) Scholar’s pack Credit:thiago-almeida
The Conduit

Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th Possession
1st +2 Caller Feature, Possession 0 2
2nd +2 Conductive Attacks, Fighting Style, Spellcasting 2 2 2
3rd +2 Callers Influence, Divided Ego 3 3 3
4th +2 Ability Score Improvement 3 3 3
5th +3 Extra Attack 4 4 2 3
6th +3 Caller Feature 4 4 2 4
7th +3 Arcane Will, Bewitched Structure 5 4 3 4
8th +3 Ability Score Improvement 5 4 3 4
9th +4 6 4 3 2 4
10th +4 Caller Feature 6 4 3 2 4
11th +4 Improved Conductive Attacks 7 4 3 3 4
12th +4 Ability Score Improvement 7 4 3 3 5
13th +5 8 4 3 3 1 5
14th +5 Caller Feature 8 4 3 3 1 5
15th +5 Arcane Determination 9 4 3 3 2 5
16th +5 Ability Score Improvement 9 4 3 3 2 5
17th +6 Caller Feature 10 4 3 3 3 1 6
18th +6 Internal Knowledge 10 4 3 3 3 1 6
19th +6 Ability Score Improvement 11 4 3 3 3 2 6
20th +6 Arcane Discipline 11 4 3 3 3 2 Unlimited

Caller Feature

At 1st level, you encounter the spirit who grants your powers by calling on your mortal vessel. Choose to be a Pharaoh Caller, Philosopher Caller, Primordial Caller, or Titan Caller. This choice Grants you Features at 1st, 6th, 10th, 14th and 17th level.

Possession

In the flurry of battle, an extra set of instincts provided by giving a piece of your control over to the Caller grants you greater focus on combat. At 1st level, a number of times determined by the number under the Possession column on the Conduit table per long rest, you can use your bonus action to enter Possession and gain advantage on Dexterity and Charisma saves while losing the ability to Concentrate on spells and having disadvantage on Wisdom saves.

Possession can only be activated if you are wearing light or no armour and lasts for 1 minute. lt ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your Possession on your turn as a bonus action

Conductive Attacks

Beginning at 2nd level ,before you hit a creature with a melee weapon attack, you can expend one spell slot to gain 5 feet of reach and deal Force, Psychic, or Thunder damage (choose when you gain this feature) to the target, in addition to the weapon's damage. The extra damage is 1d8 for a 1st-level spell slot. For each spell slot level after the first spent add an additional 5 feet of reach.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again

  • Defense: WHile you are wearing armour, gain +1 AC
  • Great-Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit
  • Protection: When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose Disadvantage on the attack roll. You must be wearing a shield
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

You have learned how to innately focus the arcane energy from your Caller throughout your body through the study of a combination of breathing techniques, cryptic hand gestures, and material components. Your spell casting modifier is Intelligence and you use spells from the Wizards spell list. The number of spells you know is determined by the Spells known column on the Conduit table.

Your spell save DC is 8 + your Proficiency modifier + your Intelligence modifier

You have no Cantrips.

Callers Influence

When you reach 3rd level you can focus your Caller's influence into one attribute of yourself while possessed. Choose either the Mind, Body, or Sword when you gain this feature. While Possessed:

  • Mind: Your indomitable might makes escaping your spells extremely difficult to escape. Impose disadvantage on someone who is rolling against your spell save DC with a bonus action a number of times a day equal to your Constitution modifier.
  • Body: The intuition communicated between two minds helps you reflect attacks away from yourself. Add your Intelligence modifier to your AC.
  • Sword: Your combined focus on battle links you through your weapon as if it were an extension of your body. Add either your Constitution or Intelligence modifier to your weapon damage.

Divided Ego

Beginning at 3rd level, controlling your psyche and learning to adapt to another person's allows you to section your own conscious into shards of solid thought. While Possessed, lose 1 AC to summon a Clone of yourself and the items you currently have equipped within 5 feet of you as a bonus action. Clone's are dismissed after one minute or when they and their equipment are destroyed.You can use a bonus action to dismiss any or all of your clones. When a Clone is dismissed or their time runs out you can choose teleport to their location. During your turn, while taking an action, you may choose a Clone to take the action instead. When using the Extra Attack action, choose a Clone to make an attack and then make one yourself. When using your movement, any unused movement can be used to move a clone into an unoccupied space. If a Clone is attacked, you take the damage it recieves.

If the Clone is Dismissed while holding an Item it was not summoned with, choose for it to be dropped where your Clone was standing or to teleport it to another Clone.

Arcane Will

At 7th level, sacrificing your own health becomes a way to regenerate fuel for your mana. As an action you can roll a Conduit Hit dice and regain a first level spell slot but also take the damage equal to what you rolled. For every Hit Die rolled after the first, either gain a new first level slot or raise the slot you just gained by a level.

Credit: Anastasia Bulgakova

Bewitched Structure

Portions of your Divided Ego become animated by exercising different parts of your mind and body. At 7th level, choose between one of these enchantments for your Clone.

  • Id: Your Conductive Attacks deal an extra 1d8 of your chosen damage type. At 11th level, your Conductive Attacks deal an extra 1d8 of your second chosen damage type.
  • Ego: While Possessed, gain resistance to Force, Psychic, and Thunder damage. At 11th level, gain resistance to Bludgeoning, Piercing, and Slashing damage.
  • Superego: When entering Possession, summon a Clone automatically. At 11th level when you use a bonus action to summon a Clone, summon one extra Clone.

Improved Conductive Attack

When you reach 11th level, gain another 1d8 of a second damage type from the list of Force, Psychic, or Thunder that you did not pick before in damage to your conductive attacks. Also, the reach gained by the use of a first level spell slot is increased to 10.

Arcane Determination

At 15th level, as your body begins to rest your magic spark rekindles. You can choose to use Arcane Will during a short rest and not take the damage from your Hit Dice.

Internal Knowledge

Once you become 18th level, shifting the flows of energy within your body and throughout two souls creates an adaptable form of mental prowess. Add your Constitution modifier to your Intelligence, Wisdom, and Charisma saves.

Also, Gain proficiency in your choice of Animal Handling, Intimidation, Medicine, Religion, or Survival.

Arcane Discipline

At 20th level, the perfect balance between both minds and the body they share becomes a force not to be toyed with. While attacking, you can choose to use a Conductive Attack without expending a first level spell slot but by rolling a Hit Dice and taking damage equal to your roll instead. For every Hit Dice after the first, raise the spell slot level of your Conductive Attack by 1. Additionally, your Conductive Attacks gain 1d8 damage of the last available type.

Callers of Conduits

The Spirit that calls out to you is a constant second conscience in your ear. Their influence can be critically useful in times of need but also entirely irritating when you least expect. While the opinion of your Caller has no physical toll on what you can choose to do, the instruction of these extra plainer beings and the channeling of their will is how you manifest these extra abilities.

Channeled Spells

These spells are gained at different levels based off of your Caller if your character does not know them already. They do not count against your spells known.

Pharaoh Caller

The lost soul of a Mummy Lord, Vampire, or similarly undead manifestation reaches out to you with a chilling voice in the dark of a graveyard, the dank dustiness of an abandoned temple, or the alluring glow of a cursed artifact.

Channeled Spells
Conduit Level Channeled Spells
3rd Gentle Repose,Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Divination
9th Danse Macabre, Raise Dead

<img src='https://i.redditmedia.com/uGaGfr6f7gHRtO3VRiSNU5zVRdRALSD_Oobn6BbJ7kA.jpg?w=320&s=83e271c1006e1a1eb65074065e958cbd' style='width:325px';/> Credit: Forrest Imel

Undeath Shroud

At 1st level, the dark energies protect you from holy and unholy attacks. Gain resistances to Necrotic and Radiant Damage while Possessed.

Also, Learn the Abyssal Language

Outsmart Death

Starting at 6th level, your knowledge of the human body and how it decomposes helps protect you from suffering. Gain advantage on death saving throws a number of times per long rest equal to your Intelligence modifier (min. 1).

Hand of the Grave

When you reach 10th level, lashing out with your life force becomes such second nature to you that you can begin to manifest it in the form of grasping hands or entangling tendrils. Choose either Radiant or Necrotic damage. While Possessed, you are immune to that damage type and add 1d8 of that damage type to your Conductive Attacks.

Additionally, a number of times equal to your Intelligence modifier (min. 1) per long rest, you can make someone you melee attack roll an Intelligence save against your spell save DC. If they fail they tak 3d6 extra damage of your chosen type and loose all of their Speed the next turn. If they pass they only take half of the extra damage.

Spiritual Influence

After becoming 14th level, your unstoppable influence over the undead energies that you are channeling lets you bend and shape them into corpses so you can possess their bodies and create disposable minions for yourself. While possessed, if you kill an enemy with a Necromancy spell, an undead you control, or a Conductive attack you can raise their corpse as a Skeleton or Zombie that is under your control. They die after 1 hour take their turn immediately before you, and can only make the attack action.

Sacrifice of character

At 17th level, your Clone can channel necrotic energy from the area through itself and directly into your enemies. Once per long rest when your Clone attacks a target, you can choose to activate the effects of the spell Harm on the target but your Clone is dismissed.

Philosopher Caller

The mind behind the pen calls upon the hand behind the sword to create a unity of mind and body formidable to the unprepared. Forming a union with a scholar or tactician inspires your cleverness and strategic creativity.

Channeled Spells
Conduit Level Channeled Spells
5th Aid,Find Traps
9th Clairvoyance,Tongues
13th Arcane Eyes, Find Greater Steed
17th Commune with Nature, Dispel Good and Evil

Dual Minded

While Possessed at 1st level, your sharpened wit is your most reliable tool. Gain advantage on all Intelligence saves and learn 3 cantrips off the Wizard's spell list Also,Learn one language of your choice.

Seasoned Soul

When you reach 6th, innate knowledge of years past is opened to you through your Caller. Gain proficiency in two skills or expertise if you are already proficient in them.

Reactive Stance

While Possessed at 10th level, the second pair of eyes you control help you find weak spots and openings to attack. Add your Intelligence modifier (min. 1) to your melee attack rolls while Possessed.

Additionally, add your Intelligence modifier to your Initiative.

Unbreakable Fixation

At 14th level, your study of magic and how to manipulate it through your being has made you a master of spell casting in certain areas. Choose a School of Magic, add your Constitution modifier (min. 1) to the damage of all spells from that school. Additional, while possessed, and your Constitution modifier (min. 1) to all spell attack rolls and spell saves you make.

Creative Restrictions

Beginning at 17th level, your Clone manifest artistic energy through itself to encompass an enemy and turn them into a beautiful marble statue. Once per long rest when your Clone attacks a target, you can choose to activate the effects of the spell Flesh to Stone on the target but your Clone loses its remaining HP.

Primordial Caller

The natural chaotic presence of the elements controlled by a Slaad or Elemental spirit is channeled through your mortal coil in times of strife. Your attunements to these planes makes your tactics quickly adaptable and viciously painful.

Channeled Spells
Conduit Level Channeled Spells
3rd Flame Blade,Melf's Acid Arrow
5th Fireball,Lightning Bolt
7th Ice Storm, Storm Sphere
9th Cone of Cold, Flame Strike

Chaotic Heritage

At 1st level, your Callers energy being embodied by you helps you shrug off damage of the same nature. While Possessed gain resistance to Acid, Cold, Fire, and Lightning damage. Also, Learn Primordial.

Elemental Affinity

Beginning at 6th level, the natural attunement of your Caller fuels the arcane magic in your veins. Choose a damage type from Acid, Cold,Fire, or Lightning.When you do damage of that type you can choose to reroll all 1s and 2s and take the next roll.

At 10th level, choose a second damage type to gain the effects for as well.

Adaptive Conduction

Starting at 10th level, when conducting raw magic you can choose which element it takes form into. When you use a Conductive Attack, deal an extra 1d8 of Acid, Cold, Fire, or Lightning damage.(your choice)

Primal Feedback

At 14th level, bending the elements becomes a primeval backlash at your enemies. When an enemy within 5 feet of you attacks you, you can use reaction to make a Conductive Attack against them.

Alchemical Defenses

Beginning at 17th level, the elemental energies flowing and mixing between themselves creates a metallic vortex lashing outward from your Clone. Once per long rest when your Clone attacks a target, you can choose to activate the effects of the spell Blade Barrier centered on the Clone's space but your Clone loses its remaining HP.

Titan Caller

Be it troll, ogre, or Ettin, the souls of giantkin have exceptionally powerful wills. Calling to those of martial vigor during battle or those who listen to the winds howling through the caves and valleys. Callers of this kind might be heros of times past looking to inspire greatness or the pure destruction of a barbaric brute channeled through your focused hand.

Channeled Spells
Conduit Level Channeled Spells
3rd Protection from Poison,Warding Bond
5th Counterspell,Glyph of Warding
7th Aura of Life, Death Ward
9th Cloudkill,Wall of Stone

Metaphysical Vitality

The infamous regenerative abilities Of the trolls runs through your veins at 1st level. Your Hit Point maximum increases by 1 for every Conduit level you have. While possessed and under half health, you can use a bonus action to spend a hit dice in combat.

Also, Learn Giant.

Tremor Aura

Beginning at 6th level, your new found natural attunement to the earth and the sky grant you control of the battlefield. While Possessed, 5 feet around you is considered difficult terrain for enemies.WHen you take the Shove action, you can choose to shove everyone in your aura at once. This can be used a number of times equal to your Constitution modifier (min. 1) a long rest.

Titanic Grit

At 10th level, you continue to stand your ground for a surprising amount of time like a dense and stubborn boulder. When you become Possessed, gain temporary Hit Points equal to your Conduit level.

Also, all Healing gained from Hit Die is doubled.

Essence of Fortitude

When you ar 14th level, the spirit of a true giant encompasses you. While you are Possessed your melee attack reach is increases by 5 feet, gain 5 feet of movement speed, and you and your Clones sizes becomes large.

Annam's Protection

Beginning at 17th level, the focused raw power of the giants lineage contained within a Clone burst forth to protect you. Once per long rest when your Clone attacks a target, you can choose to activate the effects of the spell Wall of Thorns as a circle centered on your CLone's space but your Clone is dismissed.

Cantrips (0 Level)
  • Alpha’s Spark Shower
  • Befoul
  • Copy
  • Deepen Shadows
  • Diction
  • Hold Portal
  • Iron Scarf
  • Kiss of Wounding
  • Odeen’s Magic Cloud
  • Prestidigitation (variants)
  • Stun Ray
  • Sustain Fire
  • Thump
  • Touch of Madness
  • Whisper’s Darkstaff
1st Level Spells
  • Acid Hands
  • Animal Sense
  • Animate Dead Animals
  • Arcane Voice
  • Augment Artistry
  • Calder’s Starry Sky
  • Compass
  • Creeping Darkness
  • Darkray’s Enhanced Dagger
  • Death Grimace
  • Detect Metals and Minerals
  • Detect Secret Passages and Portals
  • Drawmij’s Breath of Life
  • Elemental Burst
  • Entangling Scarf
  • Erase
  • Fire Truth
  • Frost Fingers
  • Hail of Stone
  • Heethem’s Hydromorph
  • Infernal Wound
  • Instant Search
  • Interrogation
  • Invisible Object
  • Ironguts
  • Ironthunder Horn
  • Kiss of Intoxication
  • Kiss of Vampirism
  • Ladder
  • Laeral’s Cutting Hand
  • Last Image
  • Long Arm
  • Magic Motes
  • Odeen’s Magic Tailor
  • Pilpin’s Prompt
  • Power Word Attention
  • Ray of Clumsiness
  • Repair
  • Reveal Armor
  • Sanh’s Ray of Light
  • Scholar’s Touch
  • Secret Page
  • Shadows
  • Shrapnel Shot
  • Shut Up
  • Simple Distillation
  • Snapshot
  • Thunderous Footfalls
  • Web Bolt
  • Whisper’s Hands of Darkness
2nd Level Spells
  • Agonizing Rebuke
  • Animal Aspect
  • Body Blades
  • Control Vapor
  • Cook
  • Create Campsite
  • Death Knell
  • Dig
  • Drawmij’s Swift Mount
  • Euphoric Cloud
  • Fiery Eyes
  • Fiery Fists
  • Firestaff
  • Flu
  • Frostfire
  • Gem Record
  • Ghost Whip
  • Ghoul Touch
  • Glitterdust
  • Ingold Instant Insanity
  • Intoxicate
  • Iron Maiden
  • Isolde’s Answer
  • Leomund’s Trap
  • Merchant’s Glamer
  • Mistaken Missive
  • Moon Rune
  • Mute
  • Numbing Sphere
  • Orb of Acid
  • Orb of Cold
  • Orb of Electricity
  • Orb of Fire
  • Orb of Force
  • Orb of Sound
  • Preservation
  • Prismal’s Handy Mirror
  • Raven’s Flight
  • Ray of Paralysis
  • Ray of Stupidity
  • Sand Spray
  • See Through Other Eyes
  • Shark Bolt
  • Sign of Stealing
  • Skull Watch
  • Skyhook
  • Splinter Wood
  • Transmute Water to Acid
  • Venomous Blade
  • Veschiul’s Shadowcurse
3rd Level Spells
  • Aalldam’s Waterspray
  • Acid Lash
  • Agra’s Ambush
  • Alpha’s Rolling Thunder
  • Amorphous Form
  • Azalldam’s Fabrication
  • Barrier Reaver
  • Bestow Curse (Variants)
  • Bite the Hand
  • Bolt of Stone
  • Bone Shape
  • Call Society
  • Cloud Walk
  • Create Magic Tattoo
  • Curse of Impending Blades
  • Curse Tablet
  • Darkbolt
  • Death Star
  • Detonate
  • Dire Charm
  • Dream Sight
  • Dust Warriors
  • Entomb
  • Euphoric Tranquility
  • Excrutiating Deformation
  • Falstaffe’s Ethereal Firestorm
  • Forceball
  • Forcewave
  • Frost Whip
  • Garinthrall’s Hideous Leech
  • Glyph of Warding (Variants)
  • Grasping Hands of Horror
  • Graymantle
  • Guardian Seal
  • History
  • Hypothermia
  • Iceball
  • Iron Robes
  • Invisibility Purge
  • Kiss of Slavery
  • Lorloveim’s Creeping Shadow
  • Memory Read
  • Mindburn
  • Mindlocked Messenger
  • Mirror Sending
  • Mystic Rope
  • Nystul’s Radiant Baton
  • Otiluke’s Orb of Containment
  • Ritual Strength
  • Scalding Spout
  • Shape Wood
  • Shivering Touch
  • Spirit Jaws
  • Sunscorch
  • Teleport Object
  • Transmute Gold and Gems
  • Undead Torch
  • Urlic’s Unwholesome Meal
  • Venomdust
  • Weapon Return
4th Level Spells
  • Alcoreax’s Icetrail
  • Alpha’s Shadowfire
  • Animate Flame
  • Augmenting Wall
  • Beanstalk
  • Bigby’s Force Sculpture
  • Blast of Sand
  • Breed True
  • Burning Blood
  • Chaotic Vision
  • Crushing Despair
  • Darsson’s Potion
  • Dimensional Anchor
  • Entrap Spirit
  • Fellstar’s Flaming Water
  • Glassee
  • Good Hope
  • Gravel Vortex
  • Hurl Thunderbolt
  • Lava Bolt
  • Lightning Shield
  • Malicious Spite
  • Mass Protection from Evil and Good
  • Nystul’s Blacklight Burst
  • Possess
  • Projected Magnification
  • Rastors Mystical Spy
  • Sinister Surroundings
  • Sonoric’s Minion
  • Stone Bridge
  • Tattoo Potion
  • Tentacles
  • Tough Crowd
  • Vander’s Librarian
  • Wall of Sound
  • Whisper’s Storm of Darkness
5th Level Spells
  • Acid Fog
  • Alpha’s Blue Blaze
  • Animal Transfer
  • Bestow Enchantment
  • Blizzard
  • Blood of Fire
  • Bolt’s Hellish Hail
  • Chromatic Blade
  • Cone of Acid
  • Cone of Fire
  • Cone of Force
  • Conjure Beast Spirits
  • Create Room
  • Darklight’s Stapling Spikes
  • Darkray’s Powerguard
  • Darkray’s Tracer
  • Deadly Feast
  • Disfiguring Touch
  • Dweomervessel
  • Feldegast’s Altered Appearance
  • Fireward
  • Flexible Force Field
  • Force Blast
  • Force Shapechange
  • Forcewhip
  • Illusory Feast
  • Ironguard
  • Kiss of Sleep
  • Kiss of Weakness
  • Love Charm
  • Magnifying Chime
  • Mass Protection from Energy
  • Metal Shape
  • Mind Fog
  • Motion
  • Old Salt’s Curse
  • Prosthesis
  • Rain of Blood
  • Sand Storm
  • Sensory Deprivation
  • Sentry Skull
  • Transmute Bone to Steel
  • Transmute Rock (Variants)
  • Vanquil’s Drifting Blizzard
  • Wall of Limbs
  • Wall of Ooze

Multiclass Requirements

Constitution of 13 or higher and Intelligence of 13 or higher

Unofficial Content

The Conduit 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.