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## 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. \columnbreak
### 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.
Art Credit:
Background: Piotr Dura, WotC
Dragonborn: WotC
Conduit Class
1
\pagebreak
##### 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 | Cosmic Connector | 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 | Perpetual Bond | 4 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
--Spell Slots per Spell Level--
### 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? \columnbreak
#### 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 You can create a multiclassed conduit character using the following rules. ***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.
Conduit Class
2
\pagebreak ## 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 forgo this equipment and that of your background to start with 4d4 x 10 gp. ### Conduit Bond At 1st level, you discover that multiversal energy can be contained within and channeled from objects of emotional significance, such as family heirlooms, items of historical significance, and objects that have weathered the test of time. You gain one of the following Conduit Bonds of your choice, which you make from such an object. #### Armor You gain proficiency with medium armor and shields, and you can use your donned armor as a spellcasting focus for your conduit spells. #### Trinket Choose an object that can be worn on your person. You can use that object as a spellcasting focus for your conduit spells, and while you wear it, you know one additional conduit cantrip and language skill of your choice. In addition, you gain proficiency with one skill of your choice, and your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. #### 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, you can perform the somatic components of spells even when you have weapons in one or both hands, and while you hold a weapon, you add your Wisdom modifier to your AC. ___ You can transform one magic item into your Conduit Bond by performing a special ritual while you hold the item. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can’t affect an artifact or a sentient item in this way. The item ceases being your Conduit Bond if you die, if you perform the 1-hour ritual on a different item, or if you use a 1-hour ritual to break your bond to it. You can't use this ritual to convert your Conduit Bond from one choice to a different one.
> ##### Flavoring Conduit Bonds > The following are examples of Conduit Bonds: your ancestor's shield (armor), a tiara (trinket) once worn by a mage queen, or a longsword (weapon) stolen from a meticulous blacksmith. > > Work with your DM to determine what object would be an appropriate conduit bond for you. Much like a subclass, your Conduit Bond will determine much of your play-style and should be given careful consideration.
### 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.
Conduit Class
3
\pagebreak #### Spellcasting Ability Wisdom is your spellcasting ability for your conduit spells; your understanding of the sources of magic allows you to draw energy from elsewhere to 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 a spell attack roll.
**Spell Save DC** =
8 + your proficiency bonus +
your Wisdom modifier
**Spell attack modifier** =
your proficiency bonus +
your Wisdom 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 can learn, which are detailed at the end of this class description. When you learn a new spell, you can choose it from the conduit spell list or your reservoir's spell list. ### Interconnected Experience At 3rd level, you learn to share experience among 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 who forwent these hit points does not have this proficiency, it gains it. If a creature already has proficiency, its proficiency bonus is doubled for any ability check it makes that uses the proficiency. Any creature benefiting from either of these effects 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. Additionally, your instinctual bond with creatures you summon, such as your familiar, allow you to use them as an extension of yourself. When you cast a spell with a range other than self, you can choose for the spell to originate from a creature you have under you control. The creature 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. ### 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, your Conduit Bond magically warns you against danger. You can add your Wisdom modifier to Constitution saving throws, and you have advantage on Dexterity saving throws against magical effects. #### Trinket Your Conduit Bond secrets away your intellectual focus, protecting and strengthening it. When you roll a d20 to maintain concentration on a spell, you can treat any roll of 8 or lower as a 9. In addition, when you begin your turn concentrating on a spell, you gain temporary hit points equal to your Wisdom modifier. #### Weapon Magical energy waits within your weapon, eager to be freed. You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your conduit cantrips in place of one of those attacks. ### 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.
Conduit Class
4
\pagebreak ### Cosmic Connector At 17th 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. ### Perpetual Bond At 20th level, when you roll for initiative and have no uses of your Overbond remaining, you regain one use. ## 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 reservoir into 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 you regain all expended dice when you finish a long rest. \columnbreak
When you deal damage, 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 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. #### 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.
Elemental Reservoir Subclass
5
Art Credit:
Brian Valeza,
WotC
\pagebreak ### 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 roll 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 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 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.
Reservoir Subclasses
6
\pagebreak
#### 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. \columnbreak ### 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 you have been 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 gain a fly speed equal to your walking speed. If you are still aloft when you end your turn, you fall unless you 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).
Reservoir Subclasses
7
Art Credit:
Jospeh Meehan, WotC
\pagebreak ## Conduit Spell Lists
##### Cantrips (0 Level) - *blade ward* - *booming blade*
*TCoE*
- *control flames*
*XGtE*
- *create bonfire*
*XGtE*
- *dancing lights* - *friends*
*XGtE*
- *guidance* - *light* - *mage hand* - *magic stone*
*XGtE*
- *mending* - *message* - *prestidigitation* - *sword burst* - *true strike* ##### 1st Level - *absorb elements*
*XGtE*
- *animal friendship* - *beast bond*
*XGtE*
- *catapult*
*XGtE*
- *charm person* - *chromatic orb* - *color spray* - *command* - *comprehend languages* - *cure wounds* - *detect evil and good* - *detect magic* - *detect poison and disease* - *find familiar* - *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* \columnbreak ##### 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 grasp*
*XGtE*
- *mirror image* - *misty step* - *Nystul's magic aura* - *protection from poison* - *shatter* - *spider climb* - *summon beast*
*TCoE*
- *warding bond* - *zone of truth* ##### 3rd Level - *beacon of hope* - *blink* - *catnap*
*XGtE*
- *clairvoyance* - *counterspell* - *create food and water* - *dispel magic* - *fly* - *haste* - *intellect fortress*
*TCoE*
- *magic circle* - *protection from energy* - *sending* - *slow* - *speak with dead* - *speak with plants* - *spirit guardians* - *spirit shroud*
*TCoE*
- *summon fey*
*TCoE*
- *tiny servant* - *tongues* - *water walk* \columnbreak ##### 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 empowerment*
*XGtE*
- *telekinesis* - *teleportation circle* - *wall of force* - *wall of light*
*XGtE*
\columnbreak ##### 6th Level - *arcane gate* - *blade barrier* - *bones of the earth*
*XGtE*
- *find the path* - *forbiddance* - *globe of invulnerability* - *guards and wards* - *heroes' feast* - *planar ally* - *scatter* - *Tasha's otherworldly guise*
*TCoE*
- *true seeing* ##### 7th Level - *divine word* - *dream of the blue veil*
*TCoE*
- *etherealness* - *plane shift* - *prismatic spray* - *symbol* - *teleport*
* Conduit spell
TCoE
Tasha's Cauldron of Everything spell
XGtE
Xanathar's Guide to Everything spell
Conduit Spell List
8
\pagebreak
### Elemental Reservoir Spell List ##### Cantrips (0 Level) - *fire bolt* - *ray of frost* - *shocking grasp* - *thunderclap* ##### 1st Level - *create or destroy water* - *chaos bolt*
*XGtE*
- *ice knife*
*XGtE*
- *thunderwave* ##### 2nd Level - *dust devil*
*XGtE*
- *flaming sphere* - *gust of wind* - *scorching ray* ##### 3rd Level - *call lightning* - *fireball* - *sleet storm* - *thunder step*
*XGtE*
##### 4th Level - *fire shield* - *stone shape* - *summon elemental*
*TCoE*
- *wall of fire* ##### 5th Level - *cone of cold* - *control winds* - *maelstrom*
*XGtE*
- *wall of stone* ##### 6th Level - *chain lightning* - *move earth* - *wall of ice* - *wind walk* ##### 7th Level - *call of chaos** - *delayed blast fireball* - *fire storm* - *whirlwind*
*XGtE*
\columnbreak ### Negative Reservoir Spell List ##### Cantrips (0 Level) - *chill touch* - *spare the dying* - *thaumaturgy* - *toll the dead*
*XGtE*
##### 1st Level - *false life* - *hellish rebuke* - *inflict wounds* - *ray of sickness* ##### 2nd Level - *blindness/deafness* - *darkness* - *pass without trace* - *shadow blade*
*XGtE*
##### 3rd Level - *animate dead* - *bestow curse* - *summon shadowspawn*
*TCoE*
- *vampiric touch* ##### 4th Level - *blight* - *death ward* - *negative energy flood* - *shadow of Moil*
*XGtE*
##### 5th Level - *danse macabre*
*XGtE*
- *enervation*
*XGtE*
- *geas* - *raise dead* ##### 6th Level - *circle of death* - *eyebite* - *harm* - *magic jar* ##### 7th Level - *finger of death* - *power word pain*
*XGtE*
- *resurrection* - *shadowrealm** \columnbreak ### Positive Reservoir Spell List ##### Cantrips (0 Level) - *sacred flame* - *thaumaturgy* - *toll the dead*
*XGtE*
- *word of radiance*
*XGtE*
##### 1st Level - *bless* - *divine favor* - *guiding bolt* - *shield of faith* ##### 2nd Level - *healing spirit*
*XGtE*
- *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 radiance*
*XGtE*
##### 5th Level - *antilife shell* - *hallow* - *holy weapon*
*XGtE*
- *reincarnate* ##### 6th Level - *harm* - *heal* - *sunbeam* - *word of recall* ##### 7th Level - *divine word* - *life call** - *regenerate* - *resurrection* \columnbreak ### Quantum Reservoir Spell List ##### Cantrips (0 Level) - *resistance* - *minor illusion* - *sapping sting*
*EGtW*
- *spare the dying* ##### 1st Level - *feather fall* - *gift of alacrity*
*EGtW*
- *magic missile* - *silent image* ##### 2nd Level - *find traps* - *fortune's favor*
*EGtW*
- *invisibility* - *levitate* ##### 3rd Level - *major image* - *nondetection* - *plant growth* - *pulse wave*
*EGtW*
##### 4th Level - *death ward* - *fabricate* - *gravity sinkhole*
*EGtW*
- *greater invisibility* ##### 5th Level - *banishing smite* - *creation* - *modify memory* - *temporal shunt*
*EGtW*
##### 6th Level - *contingency* - *Drawmij's instant summons* - *gravity fissure*
*EGtW*
- *programmed illusion* ##### 7th Level - *crown of stars*
*XGtE*
- *project image* - *reverse gravity* - *warp**
* Conduit spell
EGtW
Explorer's Guide to Wildemount spell
TCoE
Tasha's Cauldron of Everything spell
XGtE
Xanathar's Guide to Everything spell
Conduit Spell List
9
\pagebreak ## Conduit Spells #### 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. #### 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. \columnbreak #### 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.
Conduit Spells
10
Art Credit:
Denman Rooke, WotC
\pagebreak ### Changelog: #### 2021-02-23 - 2.0 Update - Switched from Wis to Int for Spellcasting, and updated all features that relied on Int - Removed Totem and *find conduit totem* completely. All features that mentioned them have been addressed - Buffed Trinket and Weapon Conduit Bonds - Added some more flavor and explanation to Conduit Bond - Added a ritual to Conduit Bond to turn magic items into Bonds - Tweaked Interconnected Experience - Added a second part to Channeled Spellcasting to reflect the loss of conduit totems. - Added *find familiar* to the spell list and a few summon spells from *Tasha's* - Added flavor to Overbonds - Buffed Overbond: Trinket and Overbond: Weapon