Conduit
As a wriggling horde of spiders
skitters down the tunnel toward him,
a dwarf touches a hand to the crystalline
wall beside him and chants quietly. With each
word, the hammer in his other hand begins to glow
brighter and the air around it chills, cold as the bones
of the earth he connects it to.
A halfling woman seems to drip with shadows as a
reanimated bear bounds forward beneath her. The bear opens its mouth and the shadows suddenly flow off of her, into the bear's corpse, and through its mouth, blasting out in a flood of energy that devours the devil before it.
As harpies flock around them, a nonbinary elf in simple traveling clothes inhales sharply. Suddenly, the air supporting the harpies leaves them to fall on stilled winds, plates of condensed Elemental Air form along the elf's torso, creating a breastplate of connected elemental energy.
These conduits, different thought they may be, are united by their ability to channel energy from one location to another. They use their intellect to draw energy from a source, either magical or mundane, and relocate it into an object or being that will benefit from it, and the unique ways in which they do so distinguish them. The most dedicated of them can connect sources from across the planes, allowing them to accomplish incredible feats of swordplay and magic, but even basic practitioners can impart energy from the world around them into themselves and others.
The Interconnectedness of All
Whether by accident or through intense study, all conduits come to understand the fundamental interconnectedness of all things--a power that binds forces and beings. Some assign meaning to the relationship, interpreting it as the design of divine intent, while others see it as an arcane relationship that weaves through them or a scientific theory such as relativity. Most feel compelled to research this connection more deeply and to share it with others across the world.
Regardless of these philosophies, conduits all experience a similar process after discovering this principle. They assign their intellect to it uses, developing the intellectual capacity to consciously move energy across this bond. They seek out a source of prevalent energy that they can tap into, channeling it to less prevalent one and sharing the energy between the two targets for the benefit or detriment of external forces.
Research and Balance
Once a conduit forms a connection between two things, it's hard not to be tempted to connect to others. There's more to learn about the interconnectedness of all things and locations throughout the multiverse where these connections are especially strong. Often, a conduit will set out in an adventuring party to seek out such locations or to forge new connections with others.
For many conduits, becoming an adventurer means leaving behind the safety of research labs and libraries, home studies and familiar haunts. This can be nerve-wrecking and even disheartening at first. But these conduits do so with purpose. They know that they can't build relationships or to find new magical reservoirs without setting out into the world to connect themselves with others. They understand that they can't experience all things without first taking action by trying new things.
Background: Piotr Dura, WotC
Dragonborn: WotC
Creating a Conduit
As you make your conduit character, think about the things that bind people and things together. As you contemplate the interconnectedness of things, do you see love, science, magic, divinity, shared-experience, or something else entirely forming the base of connection? Why do you see that as the base? Is it because of past experiences or because of the method by which you discovered it?
Consider how you learned to manipulate these connections. Did you find a particular place in the world where you felt you could draw power away and place it elsewhere? Did you research over the course of years to slowly begin moving energy across the multiverse?
Finally, consider what led you to adventure. Was your research threatening the status quo, and therefore you were forced away? Did you leave willingly, hoping to discover new locations to tap into or hoping to form new connections with others? Do you want to grow your power so that you can right a wrong in your past or to achieve a childhood dream?
Quick Build
You can make a conduit quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage background.
Multiclassing
Ability Score Minimum. As a multiclass character, you must have at least an Wisdom score of 13 to take a level in this class.
Proficiencies Gained. You gain the following proficiencies at first level when you multiclass as a conduit: light armor and simple weapons.
Spell Slots. You determine your available spell slots by adding two-thirds of your conduit level (rounded up) to your levels in other classes with spellcasting as they are normally added.
Class Features
As an conduit, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per conduit level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per conduit level after first
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, History, Insight, Investigation, Perception, Nature, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon or (c) any martial weapon (if proficient)
- (a) leather armor and two daggers or (b) scale mail and a shield (if proficient)
- (a) a component pouch or (b) an arcane focus or (c) a holy symbol
- (a) a scholar's pack, (b) an explorer's pack, or (c) a priest's pack
Alternatively, you can start with 4d4 x 10 gp.
Conduit Bond
At 1st level, you learn to channel energy from the world around you into a target of your choice. Choose a particular target from the following options as your Conduit Bond.
Armor
You gain proficiency with medium armor and shields, and you can use your donned armor as a spellcasting focus for your conduit spells.
Totem
You gain proficiency with the Animal Handling skill. In addition, you learn the find conduit totem spell, you can cast it as an action, and it does not count against your number of spells known. When you cast a spell with a range other than self, the spell can originate from you or your totem.
Trinket
Choose an object that can be worn on your person, such as a ring, necklace, or tiara. You can use that type of object as a spellcasting focus for your conduit spells, and while you wear it, you know one additional conduit cantrip of your choice. You choose this cantrip when you gain this feature.
Weapon
You gain proficiency with a martial weapon of your choice. You can use a weapon you are holding as a spellcasting focus for your conduit spells, and you can perform the somatic components of spells even when you have weapons in one or both hands.
Ryan Yee, WotC
Conduit
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Conduit Bond, Spellcasting | 2 | 3 | 2 | — | — | — | — | — | — |
2nd | +2 | Magical Reservoir | 2 | 4 | 2 | — | — | — | — | — | — |
3rd | +2 | Interconnected Experience | 2 | 5 | 3 | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 6 | 4 | 2 | — | — | — | — | — |
5th | +3 | Channeled Spellcasting, Overbond | 3 | 7 | 4 | 2 | — | — | — | — | — |
6th | +3 | Magical Reservoir feature | 3 | 8 | 4 | 3 | — | — | — | — | — |
7th | +3 | — | 3 | 9 | 4 | 3 | 2 | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 10 | 4 | 3 | 2 | — | — | — | — |
9th | +4 | Multiversal Learner | 3 | 11 | 4 | 3 | 3 | — | — | — | — |
10th | +4 | — | 4 | 12 | 4 | 3 | 3 | 1 | — | — | — |
11th | +4 | Magical Reservoir feature | 4 | 13 | 4 | 3 | 3 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 14 | 4 | 3 | 3 | 2 | — | — | — |
13th | +5 | — | 4 | 15 | 4 | 3 | 3 | 3 | 1 | — | — |
14th | +5 | Multiversal Learner | 4 | 16 | 4 | 3 | 3 | 3 | 1 | — | — |
15th | +5 | Extraplanar Bonds | 4 | 17 | 4 | 3 | 3 | 3 | 2 | — | — |
16th | +5 | Ability Score Improvement | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | — |
17th | +6 | — | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | — |
18th | +6 | Magical Reservoir feature | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | — |
19th | +6 | Ability Score Improvement | 4 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
20th | +6 | Cosmic Connector | 4 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
Spellcasting
Your research into the interconnectedness of all things and the magic that you eventually draw from a particular source have given you facility with spells. See the end of this class description for the conduit spell lists.
Cantrips
At 1st level, you know two cantrips of your choice from the conduit spell list. You learn additional conduit cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Conduit table.
Spell Slots
The Conduit table shows how many spell slots you have to cast your conduit spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the conduit spell list.
The Spells Known column of the Conduit table shows when you learn more conduit spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the conduit spells you know and replace it with another spell from the conduit spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your conduit spells; your understanding of the sources of magic allows you to draw energy from other places and manifest magical effects around you. You use your Wisdom whenever a conduit spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an conduit spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
You can cast a conduit spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use an arcane focus or a holy symbol as a spellcasting focus for your conduit spells.
Magical Reservoir
By 2nd level, you have formed a special connection with a specific magical reservoir within the multiverse. Choose from: Elemental Reservoir, Negative Reservoir, Positive Reservoir, or Quantum Reservoir, all of which are detailed at the end of this class description. Your choice grants you features at 2nd level and again at 6th, 11th, and 18th level.
Reservoir Spells
Each reservoir has a list of spells--its reservoir spells--that you gain at the conduit levels noted in the reservoir description. Once you gain a reservoir spell, you know it, it doesn’t count against your spells known, and it is a conduit spell for you.
Additionally, when you learn a conduit spell, you can choose from the conduit spell list or your reservoir's spell list.
Interconnected Experience
At 3rd level, you learn to share experience and weave it among your allies, preparing them for the next day. At the end of a long rest, you can grant a number of creatures up to your Wisdom modifier (minimum of 1) within 30 feet of you temporary hit points equal to your conduit level + your Wisdom modifier.
Alternatively, all creatures can forgo these temporary hit points. When they do, one creature can teach other creatures a skill or tool proficiency with which it is proficient. If a creature does not have this proficiency, it gains it. If a creature already has proficiency, it can instead add its proficiency bonus twice instead of once. Any creature who benefits from this effect does so until the end of its next long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Channeled Spellcasting
Beginning at 5th level, your intellect asserts itself when you channel magic. You can add your Wisdom modifier to one damage roll of any conduit spell.
Overbond
Starting at 5th level, your connection with your Conduit Bond deepens, allowing you to draw additional energy from the world around you. As a bonus action, you can activate the following effect for your Conduit Bond for 1 minute. This effect ends early if you die.
You have two uses of your Overbond, and you regain all expended uses when you finish a short or long rest.
Armor
While you are wearing armor, you can add your Wisdom modifier to Constitution saving throws, and you have advantage on Dexterity saving throws against magical effects.
Totem
Your totem has advantage on Strength checks and Strength saving throws, and its attacks deal additional damage equal to your Wisdom modifier.
Trinket
When you roll a d20 to maintain concentration on a spell, you can treat any roll of 8 or lower as a 9.
Weapon
When you use your action to cast a conduit spell, you can make a weapon attack as a bonus action.
Multiversal Learner
By 9th level, you have picked up key pieces of information as you've bonded with others in your adventures. You gain proficiency with one skill and one tool of your choice. You also learn one language of your choice.
At 14th level, you learn an additional skill proficiency.
Extraplanar Bonds
At 15th level, your connection to all things is so powerful that you can form bonds with entities that others would find dangerous. You learn the contact other plane spell and it does not count toward your number of spells known.
When you cast this spell, you can choose to automatically succeed on your Intelligence saving throw. Once you do so, you can't do so again until you finish a long rest.
Cosmic Connector
At 20th level, you see the bonds between all things so clearly that the barriers between planes are meaningless. You know the plane shift spell, it doesn't count toward your number of spells known, you can ignore its material component as long as you've visited before, it has the ritual tag, you can specify the exact location of the plane that the target(s) transports to, and you don't need a teleportation circle to do so.
Magical Reservoirs
There are a multitude of innately magical locations scattered throughout the multiverse. Many of these exists as planes of existence or demiplanes, but other sites of arcane or divine importance can achieve similar levels of innate magical power. As a conduit, you are able to tap into these reservoirs of magic and draw them to you, even while on polar planes of existence or from planes you've never visited.
Elemental Reservoir
Conduits who tap an elemental reservoir draw energy from a source of elemental or primordial energy. For some, this might be the Elemental Chaos and the Elemental Planes that surround it. For others, this might be the grave site of an elemental titan, the palace of a noble genie, or elemental lay lines that run through the material plane. Work with your GM to determine what sources might be available to you.
Conduits who bond with an elemental reservoir often gravitate toward a specific primordial element, such as fire, water, earth, or air, but others might harness all of them, like the Elemental Chaos itself. Their personalities might reflect their bond to this source or they might develop strange aversions to uncomplimentary elements. Regardless of their personalities, conduits of the Elemental Reservoir evoke powerful natural magics, and they sometimes seek out increasingly volatile reservoirs to draw from.
Elemental Student
At 2nd level, your analysis of your elemental reservoir yields particular secrets about the natural world. You gain proficiency in the Nature skill. If you are already proficient with the Nature skill, you can choose one additional proficiency from the Conduit Skills list.
Additionally, you have advantage on Constitution saving throws to resist the effects of Extreme Weather.
Siphoned Source
Beginning at 2nd level, you learn to siphon energy from your elemental reservoir and store it in your Conduit Bond. This energy manifests as a pool of d4s that you can spend to empower your attacks. The number of dice in the pool equals 1 + your conduit level, and the pool regains all expended dice when you finish a long rest.
When you deal damage with a conduit spell, weapon, or conduit totem, you can choose to expend a number of dice to deal additional damage (no action required). The maximum number of dice you can spend at once equals your Wisdom modifier (minimum of one die). Choose a damage type from cold, fire, lightning, or thunder. Roll the die or dice and add the total to the attack's damage using your chosen damage type.
Overbond: Chaos Shield
At 6th level, your Overbond draws upon your elemental reservoir. When you activate your Overbond feature, you and your conduit totem, if you have one, gain resistance to your choice from cold, fire, lightning, or thunder damage.
Streak Step
At 11th level, the volatility of the elements are present in your movements. Your walking speed increases by 5 feet.
Additionally, on your first turn in combat, so long as you are not surprised, you can double your walking speed (no action required) until the end of your turn. When you do so, you leave a trail of elemental energy in the spaces you pass through. Choose a damage type from cold, fire, lightning, or thunder damage. Until the start of your next turn, the spaces you've dashed through become difficult terrain, and any creature who passes through them must make a Dexterity saving throw or take 2d8 damage of the chosen type.
If you have a conduit totem, you can instead choose to grant the totem this ability.
Overbond: Elemental Avatar
At 18th level, you are so well attuned to your elemental reservoir that you can exemplify its nature. You can expend two uses of your Overbond feature to activate your Overbond: Elemental Avatar. You gain the following features in addition to those you normally receive from your Overbond.
- You have a fly (hover) speed equal to your walking speed.
- You can expend a number of dice from your Siphoned Source pool equal to twice your Wisdom modifier.
- When you cast a spell that deals cold, fire, lightning, or thunder damage, you can substitute a different damage type from that list in place of its regular damage type.
Brian Valeza,
WotC
Negative Reservoir
Conduits who tap a negative reservoir most often draw energy from a hellish or abyssal landscape in a negative plane of existence. This might be a city within a hell, the darkness from which demons stem, or an overlapping plane of shadows and death. Work with your GM to determine what sources might be available to you.
Conduits who bond with the negative reservoir suffuse themselves with negative energies. Sometimes called lyctors or soulshares, these conduits pull negative energy from their source in order to empower themselves and others. In some cases, these conduits are noticed by denizens of their source and are hunted for this reason, but in other cases, these conduits actively seek out denizens of these locations to destroy them or learn from them.
Student of Negativity
At 2nd level, your research into your negative reservoir lends you additional awareness to negative presence. As an action, you can open your awareness to know the location of any undead or fiend within 30 feet of you that is not behind total cover or protected from divination.
Additionally, you gain proficiency in the Stealth skill. If you are already proficient with the Stealth skill, you can choose one additional proficiency from the Conduit Skills list.
Sink Soul
At 2nd level, you learn to pull energy into your negative reservoir rather than from it. As an action, choose a creature that you can see that is within 30 feet of your Conduit Bond and is not a construct or undead. You tether the creature's soul to your Conduit Bond, drawing it into it.
On the turn you activate this feature, the creature takes necrotic damage equal to your conduit level, and on subsequent turns, when you or your conduit totem rolls damage against the target of your Sink Soul, you can deal an extra 1d6 necrotic damage to the creature.
Additionally, when the creature uses its movement to move more than 15 feet away from your Conduit Bond, you can use your reaction to force it to make a Wisdom saving throw. On failure, it immediately uses its reaction to move up to half its speed toward your Conduit Bond.
When you reach certain levels in this class, you deal an additional d6 necrotic damage to tethered souls: 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 18th level.
Once you tether a creature to your Conduit Bond, you can't do so again until you use your action to designate a different creature.
Overbond: Darkness Aura
At 6th level, your Overbond draws upon your negative reservoir. When you activate your Overbond feature, you and your conduit totem, if you have one, can see normally in darkness, both magical and nonmagical, to a distance of 120 feet and you can create an aura of magical darkness from your Conduit Bond in a 10-foot radius sphere.
Shadow Walker
At 11th level, darkness propels your toward your desires. You and your conduit totem, if you have one, can move stealthy at a normal pace. In addition, while you are in dim light or darkness, your walking speed increases by 5 feet, and you ignore nonmagical difficult terrain.
Overbond: Negative Space
At 18th level, you are so well attuned to your negative reservoir that you can exemplify its nature. You can expend two uses of your Overbond feature to activate your Overbond: Negative Space. You gain the following features in addition to those you normally receive from your Overbond.
- Bright light within 60 feet of you becomes dim light, and dim light within 60 feet of you becomes darkness.
- Creatures within 60 feet of your Conduit Bond can't be returned to life unless you allow it.
- Creatures in darkness have disadvantage on saving throws against your spells.
Positive Reservoir
Conduits who tap a positive reservoir channel energy from a heavenly or fey source. This might be a god's home, an ancient church's hallowed ground, or an overlapping plane of positive energy. Work with your GM to determine what sources might be available to you.
Conduits who bond with the positive reservoir are typically holy people whose Wisdom has connected them to providence, but there are also many conduits of this type, called divination thieves, who draw their power from these sources to undermine divinity. Regardless of why, these conduits typically choose to tap a Positive Reservoir to connect with bolstering energy that they share with allies.
Divine Student
At 2nd level, your study of your positive reservoir prepares you for interacting with divinity. You gain proficiency in the Religion skill and you learn one exotic language of your choice. If you are already proficient with the Religion skill, you can choose one additional proficiency from the Conduit Skills list.
Additionally, you learn the spare the dying cantrip, it is a conduit spell for you, and it doesn't count toward your number of cantrips known.
Life Well
When you tap this reservoir at 2nd level, you recognize that the positive energy within all living creatures can be pooled. As an action, you can create a life well for 1 minute. A life well is a pool of positive energy centered on your Conduit Bond within which you can store hit points. As a part of the same action used to create the life well, choose a number of friendly creatures up to your Wisdom modifier that you can see within 30 feet. For each creature, your life well gains a number of hit points equal to 1 + your conduit level, and each creature is considered a member of your life well.
As a bonus action, a member of your life well within 30 feet of your Conduit Bond can regain any number of hit points from your life well on its turn. Hit points regained in this way are removed from your life well, and your life well is extinguished when it has 0 hit points.
When you use your action to cast a conduit spell while your life well has hit points, your life well regains hit points equal to twice the spell's level (minimum of 1 for a cantrip). You can't exceed the number of hit points granted when you created your life well.
Once you create the life well, you can't create it again until you finish a long rest.
Overbond: Soul Beacon
At 6th level, your Overbond draws upon your positive reservoir. When you activate your Overbond feature, your Conduit Bond emits bright light in a 15-foot radius and dim light for an additional 15 feet. As a part of the activation, you can force any creature of your choice touched by this light that you can see to make a Charisma saving throw against your spell save DC or also have its body shed bright light in a 5-foot radius. A creature that does not have a soul automatically succeeds on this saving throw, and a creature touched by your bright light makes this saving throw with disadvantage.
While a creature sheds light in this way, attack rolls against it are made with advantage. If it ends its turn in an area of dim light or darkness, it can repeat its saving throw, ending the effect on a success.
Preservation Shunt
At 11th level, your connection to life pulls you toward creatures that lose it. When a creature within 60 feet of you that you can see is reduced to 0 hit points, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the creature.
Overbond: Positive Reinforcement
At 18th level, you are so well attuned to your positive reservoir that you can exemplify its nature. You can expend two uses of your Overbond feature to activate your Overbond: Positive Reinforcement. You gain the following features in addition to those you normally receive from your Overbond.
- Your life well regains 10 hit points at the start of each of your turns, though it still can't exceed the number of hit points granted when you created your life well.
- Members of your life well have advantage on saving throws against being frightened.
- If you would be reduced to 0 hit points while your Life Well has hit points, you instantly regain any number of hit points from your life well.
Jospeh Meehan, WotC
Quantum Reservoir
Conduits who tap a quantum reservoir channel energy from a location that defies time, gravity, and/or space. This might be the site of a disastrous arcane experiment, a cosmic body of unique importance, or a plane within which time moves differently or gravity pulls oddly. Work with your GM to determine what sources might be available to you.
Conduits who bond with the quantum reservoir are typically stargazers, students of physics or philosophy, or archaelogists who've uncovered the ruins of a civilization lost in time. More often than not, these conduits seek out opportunity to bend light, time, and space to their advantage and the advantage of their allies, but occasionally, they seek these magics to alter history itself.
Quantum Student
At 2nd level, your study of your quantum reservoir reveals time's secrets. You gain proficiency in the History skill. If you are already proficient with the History skill, you can choose one additional proficiency from the Conduit Skills list.
Additionally, you always know the exact time of day and how long it has been since you began concentrating on a spell.
Event Horizon
When you tap this reservoir at 2nd level, you learn how to reshape quantum observation. Your Conduit Bond emits an aura of quantum interference in a 5-foot-radius sphere. When you or another creature you can see within the aura makes an attack roll or ability check while within the aura, you can use your reaction to grant that creature advantage on its roll.
Overbond: Gravitational Arc
At 6th level, your Overbond draws upon your quantum reservoir. When you activate your Overbond feature, quantum energy charges through your Conduit Bond, creating a stronger singularity. The radius of your Event Horizon aura increases by 5 feet. In addition, ranged attacks made against creatures within the aura are made at disadvantage.
Alter Gravity
At 11th level, you learn to negate the fundamentals of gravity around you. You and your conduit totem, if you have one, gain a fly speed equal to your walking speed. If either of you are still aloft when you end your turn, the aloft creature falls unless it can stop the fall.
Overbond: Quantum Entanglement
At 18th level, you are so well attuned to your quantum reservoir that you can exemplify its nature. You can expend two uses of your Overbond feature to activate your Overbond: Quantum Entanglement. You gain the following features in addition to those you normally receive from your Overbond.
- The radius of your Event Horizon aura becomes 30 feet.
- Any creature within your Event Horizon aura can use its bonus action to choose a space within your aura that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places.
- If another creature would reduce you to 0 hit points with an attack or spell but does not kill you outright, you can deal force damage equal to half the damage received back to the creature (no action required).
Denman Rooke, WotC
Conduit Spell Lists
Cantrips (0 Level)
- blade ward
- booming bladeTCoE
- control flamesXGtE
- create bonfireXGtE
- dancing lights
- friendsXGtE
- guidance
- light
- mage hand
- magic stoneXGtE
- mending
- message
- prestidigitation
- sword burst
- true strike
1st Level
- absorb elementsXGtE
- animal friendship
- beast bondXGtE
- catapultXGtE
- charm person
- chromatic orb
- color spray
- command
- comprehend languages
- cure wounds
- detect evil and good
- detect magic
- detect poison and disease
- find conduit totem*
- healing word
- heroism
- identify
- jump
- longstrider
- mage armor
- protection from good and evil
- purify food and drink
- sanctuary
- shield
- sleep
- speak with animals
- Tenser's floating disk
- unseen servant
2nd Level
- aid
- animal messenger
- augury
- beast sense
- blur
- calm emotions
- cloud of daggers
- darkvision
- detect thoughts
- enhance ability
- enlarge/reduce
- heat metal
- hold person
- lesser restoration
- locate animals or plants
- locate object
- magic weapon
- Maximillian's earthen graspXGtE
- mirror image
- misty step
- Nystul's magic aura
- protection from poison
- shatter
- spider climb
- warding bond
- zone of truth
3rd Level
- beacon of hope
- blink
- catnapXGtE
- clairvoyance
- counterspell
- create food and water
- dispel magic
- fly
- haste
- intellect fortressTCoE
- magic circle
- protection from energy
- sending
- slow
- speak with dead
- speak with plants
- spirit guardians
- spirit shroudTCoE
- tiny servant
- tongues
- water walk
4th Level
- arcane eye
- banishment
- charm monster
- confusion
- dimension door
- divination
- freedom of movement
- locate creature
- Morenkainen's private sanctum
- Otiluke's resilient sphere
- polymorph
5th Level
- animate objects
- awaken
- Bigby's hand
- commune
- commune with nature
- contact other plane
- dispel evil and good
- far step
- greater restoration
- hold monster
- legend lore
- mass cure wounds
- passwall
- planar binding
- Rary's telpathic bond
- scrying
- seeming
- skill empowermentXGtE
- telekinesis
- teleportation circle
- wall of force
- wall of lightXGtE
6th Level
- arcane gate
- blade barrier
- bones of the earthXGtE
- find the path
- forbiddance
- globe of invulnerability
- guards and wards
- heroes' feast
- planar ally
- scatter
- Tasha's otherworldly guiseTCoE
- true seeing
7th Level
- divine word
- dream of the blue veilTCoE
- etherealness
- plane shift
- prismatic spray
- symbol
- teleport
TCoE Tasha's Cauldron of Everything spell
XGtE Xanathar's Guide to Everything spell
Elemental Reservoir Spell List
Cantrips (0 Level)
- fire bolt
- ray of frost
- shocking grasp
- thunderclap
1st Level
- create or destroy water
- chaos boltXGtE
- ice knifeXGtE
- thunderwave
2nd Level
- dust devilXGtE
- flaming sphere
- gust of wind
- scorching ray
3rd Level
- call lightning
- fireball
- sleet storm
- thunder stepXGtE
4th Level
- elemental baneXGtE
- fire shield
- stone shape
- wall of fire
5th Level
- cone of cold
- control winds
- maelstromXGtE
- wall of stone
6th Level
- chain lightning
- move earth
- wall of ice
- wind walk
7th Level
- call of chaos*
- delayed blast fireball
- fire storm
- whirlwindXGtE
Negative Reservoir Spell List
Cantrips (0 Level)
- chill touch
- spare the dying
- thaumaturgy
- toll the deadXGtE
1st Level
- false life
- hellish rebuke
- inflict wounds
- ray of sickness
2nd Level
- blindness/deafness
- darkness
- pass without trace
- shadow bladeXGtE
3rd Level
- animate dead
- bestow curse
- remove curse
- vampiric touch
4th Level
- blight
- death ward
- negative energy flood
- shadow of MoilXGtE
5th Level
- danse macabreXGtE
- enervationXGtE
- geas
- raise dead
6th Level
- circle of death
- eyebite
- harm
- magic jar
7th Level
- finger of death
- power word painXGtE
- resurrection
- shadowrealm*
Positive Reservoir Spell List
Cantrips (0 Level)*
- sacred flame
- thaumaturgy
- toll the deadXGtE
- word of radianceXGtE
1st Level
- bless
- divine favor
- guiding bolt
- shield of faith
2nd Level
- healing spiritXGtE
- prayer of healing
- spiritual weapon
- warding bond
3rd Level
- aura of vitality
- crusader's mantle
- mass healing word
- revivify
4th Level
- aura of life
- death ward
- divination
- sickening radianceXGtE
5th Level
- antilife shell
- hallow
- holy weaponXGtE
- reincarnate
6th Level
- harm
- heal
- sunbeam
- word of recall
7th Level
- divine word
- life call*
- regenerate
- resurrection
Quantum Reservoir Spell List
Cantrips (0 Level)*
- resistance
- minor illusion
- sapping stingEGtW
- spare the dying
1st Level
- feather fall
- gift of alacrityEGtW
- magic missile
- silent image
2nd Level
- find traps
- fortune's favorEGtW
- invisibility
- levitate
3rd Level
- major image
- nondetection
- plant growth
- pulse waveEGtW
4th Level
- death ward
- fabricate
- gravity sinkholeEGtW
- greater invisibility
5th Level
- banishing smite
- creation
- modify memory
- temporal shuntEGtW
6th Level
- contingency
- Drawmij's instant summons
- gravity fissureEGtW
- programmed illusion
7th Level
- crown of starsXGtE
- project image
- reverse gravity
- warp*
EGtW Explorer's Guide to Wildemount spell
TCoE Tasha's Cauldron of Everything spell
XGtE Xanathar's Guide to Everything spell
Conduit Spells
Find Conduit Totem
1st-level conjuration
- Casting Time: 1 hour
- Range: 10 feet
- Components: V, S, M (a gemstone worth 10 gp, which is consumed)
- Duration: Instantaneous
You gain the service of a conduit totem, a beast suffused with the energy of the world around you and shares a deep connection with you. You can choose the beast's appearance, but its game statistics are found in the Conduit Totem stat block. It appears within an occupied space within range. You can't have more than one conduit totem at a time.
In combat, the conduit totem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.
When the conduit totem drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your conduit totem is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your conduit totem's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the conduit totem has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your conduit totem. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you and you can change its form.
Finally, when you cast a spell with a range of touch, your conduit totem can deliver the spell as if it had cast the spell. Your conduit totem must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
At Higher Levels. When you cast this spell at 2nd level or higher, you Conduit Totem's Strength score increase by 2 for each level after 1st. When you cast this spell at 3rd level or higher, you can choose for your totem to be Large instead of Medium.
Call of Chaos
7th-level conjuration
- Casting Time: 1 action
- Range: 120 ft
- Components: V, S, M (a Conduit Bond)
- Duration: Instantaneous
You draw the very essence of the elements into reality in a 30-foot-radius, 150-foot-tall cylinder within range. A creature within the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 2d10 cold damage, 2d10 fire damage, 2d10 lightning damage, and 2d10 thunder damage and is stunned until the start of your next turn. On a success, a creature takes half as much damage and is not stunned.
Conduit Totem
Medium beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 3 + your Wisdom modifier + 3 times your conduit level
- Speed 30 ft., fly (hover) 5 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 8 (-1) 14 (+2) 11 (+0)
- Saving Throws Dex +4, Con +5, Wis +4
- Skills Perception +4, Stealth +4
- Senses darkvision 60 ft., passive Perception 14
- Languages understands the languages you speak
Totem Proficiency. Your Conduit Totem has a proficiency bonus of +2, which is reflected in its Saving Throw Proficiencies, Skill Proficiencies, and To Hit Modifier to attack. When your proficiency bonus increases by 1, your totem's proficiency bonus also increases by 1.
Actions
Bite. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage
Life Call
7th-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a Conduit Bond)
- Duration: Instantaneous
You call the essence of life into a creature, forcing it to contend with positivity. The target must make a Wisdom saving throw. If it has killed a creature within the last 24 hours, it makes this saving throw with disadvantage. On a failure, a creature takes 12d10 psychic damage and is frightened of itself for 1 minute. While frightened in this way, the target suffers all the normal effects of being frightened, though it does not need to see the source of its fear to suffer them. On a success, a creature takes half as much damage and is not frightened.
Shadowrealm
7th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a Conduit Bond)
- Duration: Concentration, up to 1 minute.
You summon the very definition of darkness in a point you choose within range. Magical darkness spreads from the point to fill a 30-foot-radius sphere for the duration. The darkness spreads around corners and through total cover, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. If any of this spell's area overlaps with an area of light created by a spell of 7th level or lower, the spell that created the light is dispelled.
Choose any number of creatures you can see within range. The creatures gain darkvision to a range of 120 feet and can see through the magical darkness created by this spell.
Warp
7th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a Conduit Bond)
- Duration: Instantaneous
You suffuse your body with quantum energy, quickening time for yourself relative to everyone around you such that no time passes for other creatures. After casting this spell, you immediately take two turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.